Пример #1
1
static inline jlong wrapped_Java_com_badlogic_jglfw_Glfw_glfwCreateWindowJni
(JNIEnv* env, jclass clazz, jint width, jint height, jstring obj_title, jlong monitor, jlong share, char* title) {

//@line:704

		GLFWwindow* window = glfwCreateWindow(width, height, title, (GLFWmonitor*)monitor, (GLFWwindow*)share);
		if (window) {
			glfwSetWindowPosCallback(window, windowPos);
			glfwSetWindowSizeCallback(window, windowSize);
			glfwSetWindowCloseCallback(window, windowClose);
			glfwSetWindowRefreshCallback(window, windowRefresh);
			glfwSetWindowFocusCallback(window, windowFocus);
			glfwSetWindowIconifyCallback(window, windowIconify);
			glfwSetKeyCallback(window, key);
			glfwSetCharCallback(window, character);
			glfwSetMouseButtonCallback(window, mouseButton);
			glfwSetCursorPosCallback(window, cursorPos);
			glfwSetCursorEnterCallback(window, cursorEnter);
			glfwSetScrollCallback(window, scroll);
			glfwSetDropCallback(window, drop);
		}
		return (jlong)window;
	
}
Пример #2
0
bool GLView::createWindow(std::string windowname)
{

	if (!glfwInit())
	{
		return false;
	}
	_glContextAttrs = { 8, 8, 8, 8, 24,8 };

	glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
	glfwWindowHint(GLFW_RED_BITS, _glContextAttrs.redBits);
	glfwWindowHint(GLFW_GREEN_BITS, _glContextAttrs.greenBits);
	glfwWindowHint(GLFW_BLUE_BITS, _glContextAttrs.blueBits);
	glfwWindowHint(GLFW_ALPHA_BITS, _glContextAttrs.alphaBits);
	glfwWindowHint(GLFW_DEPTH_BITS, _glContextAttrs.depthBits);
	glfwWindowHint(GLFW_STENCIL_BITS, _glContextAttrs.stencilBits);
	
	Size winSize = Director::getInstance()->getWinSize();
	_mainWindow = glfwCreateWindow(winSize.width, winSize.height, windowname.c_str(), nullptr, nullptr);
	glfwMakeContextCurrent(_mainWindow);  //在我们使用 GL 命令之前我们需要将创建的窗口设置为当前窗口

	//glViewport(0, 0, 480, 320);
	
	glfwSetMouseButtonCallback(_mainWindow, GLFWEventHandler::onGLFWMouseCallBack);
	glfwSetCursorPosCallback(_mainWindow, GLFWEventHandler::onGLFWMouseMoveCallBack);
	glfwSetScrollCallback(_mainWindow, GLFWEventHandler::onGLFWMouseScrollCallback);
	glfwSetCharCallback(_mainWindow, GLFWEventHandler::onGLFWCharCallback);
	glfwSetKeyCallback(_mainWindow, GLFWEventHandler::onGLFWKeyCallback);
	glfwSetWindowPosCallback(_mainWindow, GLFWEventHandler::onGLFWWindowPosCallback);
	glfwSetFramebufferSizeCallback(_mainWindow, GLFWEventHandler::onGLFWframebuffersize);
	glfwSetWindowSizeCallback(_mainWindow, GLFWEventHandler::onGLFWWindowSizeFunCallback);
	glfwSetWindowIconifyCallback(_mainWindow, GLFWEventHandler::onGLFWWindowIconifyCallback);
	
	initGlew();
	return true;
}
// The MAIN function, from here we start our application and run our Game loop
int main()
{
    // Init GLFW
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);

    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, nullptr); // Windowed
    glfwMakeContextCurrent(window);

    // Set the required callback functions
    glfwSetKeyCallback(window, key_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);

    // Options
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    // Initialize GLEW to setup the OpenGL Function pointers
    glewExperimental = GL_TRUE;
    glewInit();

    // Define the viewport dimensions
    glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);

    // Setup some OpenGL options
    glEnable(GL_DEPTH_TEST);

    // Setup and compile our shaders
    ////Shader shader("shadow_mapping.vs", "shadow_mapping.frag");
    Shader simpleDepthShader("shadow_mapping_depth.vs", "shadow_mapping_depth.frag");
	Shader shaderGeometryPass("g_buffer.vs", "g_buffer.frag");
	Shader shaderLightingPass("deferred_shading.vs", "deferred_shading.frag");
    // Set texture samples
    ////shader.Use();
    ////glUniform1i(glGetUniformLocation(shader.Program, "diffuseTexture"), 0);
    ////glUniform1i(glGetUniformLocation(shader.Program, "shadowMap"), 1);

	// Set samplers
	shaderLightingPass.Use();
	glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gPosition"), 0);
	glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gNormal"), 1);
	glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gAlbedoSpec"), 2);
	glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gDepthViewer"), 3);
	glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gShadowMap"), 4);

	shaderGeometryPass.Use();
	glUniform1i(glGetUniformLocation(shaderGeometryPass.Program, "texture_diffuse1"), 0);
	glUniform1i(glGetUniformLocation(shaderGeometryPass.Program, "texture_specular1"), 1);

    GLfloat planeVertices[] = {
        // Positions            // Normals           // Texture Coords
         25.0f, -0.5f,  25.0f,  0.0f,  1.0f,  0.0f,  25.0f, 0.0f,
        -25.0f, -0.5f, -25.0f,  0.0f,  1.0f,  0.0f,  0.0f,  25.0f,
        -25.0f, -0.5f,  25.0f,  0.0f,  1.0f,  0.0f,  0.0f,  0.0f,

         25.0f, -0.5f,  25.0f,  0.0f,  1.0f,  0.0f,  25.0f, 0.0f,
         25.0f, -0.5f, -25.0f,  0.0f,  1.0f,  0.0f,  25.0f, 25.0f,
        -25.0f, -0.5f, -25.0f,  0.0f,  1.0f,  0.0f,  0.0f,  25.0f
    };
    // Setup plane VAO
    GLuint planeVBO;
    glGenVertexArrays(1, &planeVAO);
    glGenBuffers(1, &planeVBO);
    glBindVertexArray(planeVAO);
    glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), &planeVertices, GL_STATIC_DRAW);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
    glEnableVertexAttribArray(2);
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
    glBindVertexArray(0);

    // Light source
    glm::vec3 lightPos(-2.0f, 4.0f, -1.0f);

    // Load textures
    woodTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str());

    // Configure depth map FBO
    const GLuint SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
    GLuint depthMapFBO;
    glGenFramebuffers(1, &depthMapFBO);
    // - Create depth texture
	GLuint gShadowMap;
	glGenTextures(1, &gShadowMap);
	glBindTexture(GL_TEXTURE_2D, gShadowMap);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, gShadowMap, 0);
    glDrawBuffer(GL_NONE);
    glReadBuffer(GL_NONE);
    glBindFramebuffer(GL_FRAMEBUFFER, 0);


	// Set up G-Buffer
	// 3 textures:
	// 1. Positions (RGB)
	// 2. Color (RGB) + Specular (A)
	// 3. Normals (RGB)
	//// 4. gDepthViewer (DEPTH)
	GLuint gBuffer;
	glGenFramebuffers(1, &gBuffer);
	glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
	GLuint gPosition, gNormal, gAlbedoSpec, gDepthViewer;
	// - Position color buffer
	glGenTextures(1, &gPosition);
	glBindTexture(GL_TEXTURE_2D, gPosition);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gPosition, 0);
	// - Normal color buffer
	glGenTextures(1, &gNormal);
	glBindTexture(GL_TEXTURE_2D, gNormal);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, gNormal, 0);
	// - Color + Specular color buffer
	glGenTextures(1, &gAlbedoSpec);
	glBindTexture(GL_TEXTURE_2D, gAlbedoSpec);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, gAlbedoSpec, 0);


	// - Depth Map from viewer buffer
	glGenTextures(1, &gDepthViewer);
	glBindTexture(GL_TEXTURE_2D, gDepthViewer);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, gDepthViewer, 0);

	// - Tell OpenGL which color attachments we'll use (of this framebuffer) for rendering
	GLuint attachments[4] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 }; //////check!

	glDrawBuffers(4, attachments);




    glClearColor(0.1f, 0.1f, 0.1f, 1.0f);

    // Game loop
    while (!glfwWindowShouldClose(window))
    {
        // Set frame time
        GLfloat currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        // Check and call events
        glfwPollEvents();
        Do_Movement();

        // Change light position over time
        lightPos.z = cos(glfwGetTime()) * 2.0f;

        // 1. Render depth of scene to texture (from light's perspective)
        // - Get light projection/view matrix.
        glm::mat4 lightProjection, lightView;
        glm::mat4 lightSpaceMatrix;
        GLfloat near_plane = 1.0f, far_plane = 9.5f;
        //lightProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane);
        lightProjection = glm::perspective(65.0f, (GLfloat)SHADOW_WIDTH / (GLfloat)SHADOW_HEIGHT, near_plane, far_plane); // Note that if you use a perspective projection matrix you'll have to change the light position as the current light position isn't enough to reflect the whole scene.
        lightView = glm::lookAt(lightPos, glm::vec3(0.0f), glm::vec3(1.0));
        lightSpaceMatrix = lightProjection * lightView;
        // - now render scene from light's point of view
        simpleDepthShader.Use();
        glUniformMatrix4fv(glGetUniformLocation(simpleDepthShader.Program, "lightSpaceMatrix"), 1, GL_FALSE, glm::value_ptr(lightSpaceMatrix));
        glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
        glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
            glClear(GL_DEPTH_BUFFER_BIT);
            RenderScene(simpleDepthShader);
        glBindFramebuffer(GL_FRAMEBUFFER, 0);

		/*
        // 2. Render scene as normal
        glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        shader.Use();
        glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        glm::mat4 view = camera.GetViewMatrix();
        glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
        glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
        // Set light uniforms
        glUniform3fv(glGetUniformLocation(shader.Program, "lightPos"), 1, &lightPos[0]);
        glUniform3fv(glGetUniformLocation(shader.Program, "viewPos"), 1, &camera.Position[0]);
        glUniformMatrix4fv(glGetUniformLocation(shader.Program, "lightSpaceMatrix"), 1, GL_FALSE, glm::value_ptr(lightSpaceMatrix));
        // Enable/Disable shadows by pressing 'SPACE'
        glUniform1i(glGetUniformLocation(shader.Program, "shadows"), shadows);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, woodTexture);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, depthMap);
        RenderScene(shader);
		*/

		glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		shaderGeometryPass.Use();
		glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
		glm::mat4 view = camera.GetViewMatrix();
		glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
		glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
		glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "lightSpaceMatrix"), 1, GL_FALSE, glm::value_ptr(lightSpaceMatrix));
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, woodTexture);
		RenderScene(shaderGeometryPass);
		glBindFramebuffer(GL_FRAMEBUFFER, 0);

		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		shaderLightingPass.Use();
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, gPosition);
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, gNormal);
		glActiveTexture(GL_TEXTURE2);
		glBindTexture(GL_TEXTURE_2D, gAlbedoSpec);



		glActiveTexture(GL_TEXTURE3);
		glBindTexture(GL_TEXTURE_2D, gDepthViewer);
		glActiveTexture(GL_TEXTURE4);
		glBindTexture(GL_TEXTURE_2D, gShadowMap);


		// Also send light relevant uniforms

		glUniform3fv(glGetUniformLocation(shaderLightingPass.Program, "lightPos"), 1, &lightPos[0]);
		glUniform3fv(glGetUniformLocation(shaderLightingPass.Program, "viewPos"), 1, &camera.Position[0]);
		glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "draw_mode"), draw_mode);
		RenderQuad();


        // Swap the buffers
        glfwSwapBuffers(window);
    }

    glfwTerminate();
    return 0;
}
Пример #4
0
// The MAIN function, from here we start our application and run our Game loop
int main()
{
    // Init GLFW
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
    glfwWindowHint(GLFW_SAMPLES, 4);

    GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
    glfwMakeContextCurrent(window);

    // Set the required callback functions
    glfwSetKeyCallback(window, key_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);

    // Options
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    // Initialize GLEW to setup the OpenGL Function pointers
    glewExperimental = GL_TRUE;
    glewInit();

    // Define the viewport dimensions
    glViewport(0, 0, screenWidth, screenHeight);

    // Setup some OpenGL options
    glEnable(GL_DEPTH_TEST);

    // Setup and compile our shaders
    Shader ourShader("coordinate_systems.vs", "coordinate_systems.frag");

    // Set up our vertex data (and buffer(s)) and attribute pointers
    GLfloat vertices[] = {
        -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
         0.5f, -0.5f, -0.5f,  1.0f, 0.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,

        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
        -0.5f,  0.5f,  0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,

        -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
         0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,

        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f
    };
    glm::vec3 cubePositions[] = {
        glm::vec3(0.0f, 0.0f, 0.0f), 
        glm::vec3(2.0f, 5.0f, -15.0f), 
        glm::vec3(-1.5f, -2.2f, -2.5f),  
        glm::vec3(-3.8f, -2.0f, -12.3f),  
        glm::vec3(2.4f, -0.4f, -3.5f),  
        glm::vec3(-1.7f, 3.0f, -7.5f),  
        glm::vec3(1.3f, -2.0f, -2.5f),  
        glm::vec3(1.5f, 2.0f, -2.5f), 
        glm::vec3(1.5f, 0.2f, -1.5f), 
        glm::vec3(-1.3f, 1.0f, -1.5f)  
    };

    GLuint VBO, VAO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);
    // Bind our Vertex Array Object first, then bind and set our buffers and pointers.
    glBindVertexArray(VAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    // Position attribute
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
    glEnableVertexAttribArray(0);
    // TexCoord attribute
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
    glEnableVertexAttribArray(2);

    glBindVertexArray(0); // Unbind VAO

    // Load and create a texture 
    GLuint texture1;
    GLuint texture2;
    // --== TEXTURE 1 == --
    glGenTextures(1, &texture1);
    glBindTexture(GL_TEXTURE_2D, texture1); // All upcoming GL_TEXTURE_2D operations now have effect on our texture object
    // Set our texture parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    // Set texture filtering
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    // Load, create texture and generate mipmaps
    int width, height;
    unsigned char* image = SOIL_load_image(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
    glGenerateMipmap(GL_TEXTURE_2D);
    SOIL_free_image_data(image);
    glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture when done, so we won't accidentily mess up our texture.
    // --== TEXTURE 2 == --
    glGenTextures(1, &texture2);
    glBindTexture(GL_TEXTURE_2D, texture2); 
    // Set our texture parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);	
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    // Set texture filtering
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    // Load, create texture and generate mipmaps
    image = SOIL_load_image(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
    glGenerateMipmap(GL_TEXTURE_2D);
    SOIL_free_image_data(image);
    glBindTexture(GL_TEXTURE_2D, 0); 
    
    // Game loop
    while(!glfwWindowShouldClose(window))
    {
        // Set frame time
        GLfloat currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        // Check and call events
        glfwPollEvents();
        Do_Movement();

        // Clear the colorbuffer
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // Draw our first triangle
        ourShader.Use();

        // Bind Textures using texture units
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture1);
        glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture1"), 0);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, texture2);
        glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture2"), 1);
        
        // Create camera transformation
        glm::mat4 view;
        view = camera.GetViewMatrix();
        glm::mat4 projection;	
        projection = glm::perspective(camera.Zoom, (float)screenWidth/(float)screenHeight, 0.1f, 1000.0f);
        // Get the uniform locations
        GLint modelLoc = glGetUniformLocation(ourShader.Program, "model");
        GLint viewLoc = glGetUniformLocation(ourShader.Program, "view");
        GLint projLoc = glGetUniformLocation(ourShader.Program, "projection");
        // Pass the matrices to the shader
        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
        glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
        
        glBindVertexArray(VAO);
        for(GLuint i = 0; i < 10; i++)
        {
            // Calculate the model matrix for each object and pass it to shader before drawing
            glm::mat4 model;
            model = glm::translate(model, cubePositions[i]);
            GLfloat angle = 20.0f * i; 
            model = glm::rotate(model, angle, glm::vec3(1.0f, 0.3f, 0.5f));
            glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));

            glDrawArrays(GL_TRIANGLES, 0, 36);			
        }
        glBindVertexArray(0);
        // Swap the buffers
        glfwSwapBuffers(window);
    }
    // Properly de-allocate all resources once they've outlived their purpose
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glfwTerminate();
    return 0;
}
Пример #5
0
int main(int argc, char *argv[])
{
	if(!glfwInit()) {
		std::cerr << "Failed to init GLFW" << std::endl;
		return 1;
	}

	atexit(glfwTerminate);

	glfwSetErrorCallback(error_callback);

	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

	window = glfwCreateWindow(w, h, "Mandelbrot", NULL, NULL);
	if(!window) {
		std::cerr << "Failed to create window" << std::endl;
		return 1;
	}

	glfwSetKeyCallback(window, key_callback);
	glfwSetCursorPosCallback(window, cursor_callback);
	glfwSetMouseButtonCallback(window, mouse_button_callback);
	glfwSetScrollCallback(window, scroll_callback);
	glfwSetInputMode(window, GLFW_CURSOR_NORMAL, GLFW_STICKY_KEYS);

	glfwMakeContextCurrent(window);

	glewExperimental = GL_TRUE;
	glewInit();

	std::cout << "Renderer: " << glGetString(GL_RENDERER) << std::endl;
	std::cout << "OpenGL Version: " << glGetString(GL_VERSION) << std::endl;

	GLuint prog;
	compile_shader(prog);

	last_mtime = get_mtime("shader.glsl");

	float points[] = {
	   -1.0f,  1.0f,  0.0f,
	   -1.0f,  -1.0f,  0.0f,
	   1.0f,  -1.0f,  0.0f,

	   -1.0f,  1.0f,  0.0f,
	   1.0f,  -1.0f,  0.0f,
	   1.0f,  1.0f,  0.0f,
	};

	GLuint vbo = 0;
	glGenBuffers (1, &vbo);
	glBindBuffer (GL_ARRAY_BUFFER, vbo);
	glBufferData (GL_ARRAY_BUFFER, 2 * 9 * sizeof (float), points, GL_STATIC_DRAW);

	GLuint vao = 0;
	glGenVertexArrays (1, &vao);
	glBindVertexArray (vao);
	glEnableVertexAttribArray (0);
	glBindBuffer (GL_ARRAY_BUFFER, vbo);
	glVertexAttribPointer (0, 3, GL_FLOAT, GL_FALSE, 0, NULL);

	glUseProgram (prog);

	last_time = glfwGetTime();

	glBindVertexArray (vao);

	while(!glfwWindowShouldClose(window)) {
		time_t new_time = get_mtime("shader.glsl");
		if(new_time != last_mtime) {
			glDeleteProgram(prog);
			compile_shader(prog);
			glUseProgram(prog);
			last_mtime = new_time;

			std::cout << "Reloaded shader: " << last_mtime << std::endl;
		}

		glfwGetWindowSize(window, &w, &h);
		glUniform2d(glGetUniformLocation(prog, "screen_size"), (double)w, (double)h);
		glUniform1d(glGetUniformLocation(prog, "screen_ratio"), (double)w / (double)h);
		glUniform2d(glGetUniformLocation(prog, "center"), cx, cy);
		glUniform1d(glGetUniformLocation(prog, "zoom"), zoom);
		glUniform1i(glGetUniformLocation(prog, "itr"), itr);

		glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		glDrawArrays (GL_TRIANGLES, 0, 6);

		glfwSwapBuffers(window);
		glfwPollEvents();

		ticks++;
		current_time = glfwGetTime();
		if(current_time - last_time > 1.0) {
			fps = ticks;
			update_window_title();
			last_time = glfwGetTime();
			ticks = 0;
		}
	}

	glfwDestroyWindow(window);
}
Пример #6
0
int main()
{
    // glfw: initialize and configure
    // ------------------------------
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X

    // glfw window creation
    // --------------------
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);

    // tell GLFW to capture our mouse
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    // configure global opengl state
    // -----------------------------
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_CULL_FACE);

    // build and compile shaders
    // -------------------------
    Shader shader("3.2.2.point_shadows.vs", "3.2.2.point_shadows.fs");
    Shader simpleDepthShader("3.2.2.point_shadows_depth.vs", "3.2.2.point_shadows_depth.fs", "3.2.2.point_shadows_depth.gs");

    // load textures
    // -------------
    unsigned int woodTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str());

    // configure depth map FBO
    // -----------------------
    const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
    unsigned int depthMapFBO;
    glGenFramebuffers(1, &depthMapFBO);
    // create depth cubemap texture
    unsigned int depthCubemap;
    glGenTextures(1, &depthCubemap);
    glBindTexture(GL_TEXTURE_CUBE_MAP, depthCubemap);
    for (unsigned int i = 0; i < 6; ++i)
        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
    // attach depth texture as FBO's depth buffer
    glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
    glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthCubemap, 0);
    glDrawBuffer(GL_NONE);
    glReadBuffer(GL_NONE);
    glBindFramebuffer(GL_FRAMEBUFFER, 0);


    // shader configuration
    // --------------------
    shader.use();
    shader.setInt("diffuseTexture", 0);
    shader.setInt("depthMap", 1);

    // lighting info
    // -------------
    glm::vec3 lightPos(0.0f, 0.0f, 0.0f);

    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        // per-frame time logic
        // --------------------
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        // input
        // -----
        processInput(window);

        // move light position over time
        lightPos.z = sin(glfwGetTime() * 0.5) * 3.0;

        // render
        // ------
        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // 0. create depth cubemap transformation matrices
        // -----------------------------------------------
        float near_plane = 1.0f;
        float far_plane = 25.0f;
        glm::mat4 shadowProj = glm::perspective(glm::radians(90.0f), (float)SHADOW_WIDTH / (float)SHADOW_HEIGHT, near_plane, far_plane);
        std::vector<glm::mat4> shadowTransforms;
        shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)));
        shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)));
        shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f)));
        shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, -1.0f)));
        shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, -1.0f, 0.0f)));
        shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0f, 0.0f, -1.0f), glm::vec3(0.0f, -1.0f, 0.0f)));

        // 1. render scene to depth cubemap
        // --------------------------------
        glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
        glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
        glClear(GL_DEPTH_BUFFER_BIT);
        simpleDepthShader.use();
        for (unsigned int i = 0; i < 6; ++i)
            simpleDepthShader.setMat4("shadowMatrices[" + std::to_string(i) + "]", shadowTransforms[i]);
        simpleDepthShader.setFloat("far_plane", far_plane);
        simpleDepthShader.setVec3("lightPos", lightPos);
        renderScene(simpleDepthShader);
        glBindFramebuffer(GL_FRAMEBUFFER, 0);

        // 2. render scene as normal 
        // -------------------------
        glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        shader.use();
        glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        glm::mat4 view = camera.GetViewMatrix();
        shader.setMat4("projection", projection);
        shader.setMat4("view", view);
        // set lighting uniforms
        shader.setVec3("lightPos", lightPos);
        shader.setVec3("viewPos", camera.Position);
        shader.setInt("shadows", shadows); // enable/disable shadows by pressing 'SPACE'
        shader.setFloat("far_plane", far_plane);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, woodTexture);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_CUBE_MAP, depthCubemap);
        renderScene(shader);

        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glfwTerminate();
    return 0;
}
Пример #7
0
int main(int argc, char** argv)
{
    Slot* slots;
    GLFWmonitor* monitor = NULL;
    int ch, i, width, height, count = 1;

    setlocale(LC_ALL, "");

    glfwSetErrorCallback(error_callback);

    if (!glfwInit())
        exit(EXIT_FAILURE);

    printf("Library initialized\n");

    glfwSetMonitorCallback(monitor_callback);

    while ((ch = getopt(argc, argv, "hfn:")) != -1)
    {
        switch (ch)
        {
            case 'h':
                usage();
                exit(EXIT_SUCCESS);

            case 'f':
                monitor = glfwGetPrimaryMonitor();
                break;

            case 'n':
                count = (int) strtol(optarg, NULL, 10);
                break;

            default:
                usage();
                exit(EXIT_FAILURE);
        }
    }

    if (monitor)
    {
        const GLFWvidmode* mode = glfwGetVideoMode(monitor);

        glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);
        glfwWindowHint(GLFW_RED_BITS, mode->redBits);
        glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits);
        glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);

        width = mode->width;
        height = mode->height;
    }
    else
    {
        width  = 640;
        height = 480;
    }

    if (!count)
    {
        fprintf(stderr, "Invalid user\n");
        exit(EXIT_FAILURE);
    }

    slots = calloc(count, sizeof(Slot));

    for (i = 0;  i < count;  i++)
    {
        char title[128];

        slots[i].closeable = GL_TRUE;
        slots[i].number = i + 1;

        sprintf(title, "Event Linter (Window %i)", slots[i].number);

        if (monitor)
        {
            printf("Creating full screen window %i (%ix%i on %s)\n",
                   slots[i].number,
                   width, height,
                   glfwGetMonitorName(monitor));
        }
        else
        {
            printf("Creating windowed mode window %i (%ix%i)\n",
                   slots[i].number,
                   width, height);
        }

        slots[i].window = glfwCreateWindow(width, height, title, monitor, NULL);
        if (!slots[i].window)
        {
            free(slots);
            glfwTerminate();
            exit(EXIT_FAILURE);
        }

        glfwSetWindowUserPointer(slots[i].window, slots + i);

        glfwSetWindowPosCallback(slots[i].window, window_pos_callback);
        glfwSetWindowSizeCallback(slots[i].window, window_size_callback);
        glfwSetFramebufferSizeCallback(slots[i].window, framebuffer_size_callback);
        glfwSetWindowCloseCallback(slots[i].window, window_close_callback);
        glfwSetWindowRefreshCallback(slots[i].window, window_refresh_callback);
        glfwSetWindowFocusCallback(slots[i].window, window_focus_callback);
        glfwSetWindowIconifyCallback(slots[i].window, window_iconify_callback);
        glfwSetMouseButtonCallback(slots[i].window, mouse_button_callback);
        glfwSetCursorPosCallback(slots[i].window, cursor_position_callback);
        glfwSetCursorEnterCallback(slots[i].window, cursor_enter_callback);
        glfwSetScrollCallback(slots[i].window, scroll_callback);
        glfwSetKeyCallback(slots[i].window, key_callback);
        glfwSetCharCallback(slots[i].window, char_callback);
        glfwSetCharModsCallback(slots[i].window, char_mods_callback);
        glfwSetDropCallback(slots[i].window, drop_callback);

        glfwMakeContextCurrent(slots[i].window);
        glfwSwapInterval(1);
    }

    printf("Main loop starting\n");

    for (;;)
    {
        for (i = 0;  i < count;  i++)
        {
            if (glfwWindowShouldClose(slots[i].window))
                break;
        }

        if (i < count)
            break;

        glfwWaitEvents();

        // Workaround for an issue with msvcrt and mintty
        fflush(stdout);
    }

    free(slots);
    glfwTerminate();
    exit(EXIT_SUCCESS);
}
Пример #8
0
void OGLApp::v_run()
{	
	app = std::make_shared<OGLApp>(*this);

	std::cout << "Starting GLFW context" << std::endl;
	if (!glfwInit())
	{
		std::cerr << "Failed to initialize GLFW" << std::endl;
		return;
	}
	sw = WindowInfo::getInstance()->getWidth();
	sh = WindowInfo::getInstance()->getHeight();

	int MonitorCount;
	GLFWmonitor ** monitors = glfwGetMonitors(&MonitorCount);

#ifdef _DEBUG
	glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, true);
#endif
	//glfwGetPrimaryMonitor(), 
	pWindow = glfwCreateWindow(sw, sh, WindowInfo::getInstance()->getTitle().c_str(), nullptr, nullptr);
	glfwSetWindowPos(pWindow, WindowInfo::getInstance()->getPosX() - 100, WindowInfo::getInstance()->getPosY() - 100);
	glfwMakeContextCurrent(pWindow);

	glfwSetCursorPosCallback(pWindow, glfw_mouse);          // - Directly redirect GLFW mouse position events to AntTweakBar
	glfwSetScrollCallback(pWindow, glfw_scroll);    // - Directly redirect GLFW mouse wheel events to AntTweakBar
	glfwSetKeyCallback(pWindow, glfw_key);                         // - Directly redirect GLFW key events to AntTweakBar
#ifdef USE_ANT
	glfwSetMouseButtonCallback(pWindow, glfw_mouseButton); // - Directly redirect GLFW mouse button events to AntTweakBar
	glfwSetCharCallback(pWindow, glfw_char);                      // - Directly redirect GLFW char events to AntTweakBar
#endif
	glfwSetWindowSizeCallback(pWindow, glfw_resize);


	//glfwSetInputMode(pWindow, GLFW_STICKY_KEYS, GL_TRUE);
	// GLFW Options
    //glfwSetInputMode(pWindow, GLFW_CURSOR, GLFW_CURSOR_DISABLED);


	if (pWindow == NULL) {
		std::cerr << "Failed to create GLFW pWindow" << std::endl;
		glfwTerminate();
		return;
	}
	glewExperimental = GL_TRUE;

	//Check the GLSL and OpenGL status 
	if (glewInit() != GLEW_OK)
	{
		std::cerr << "Failed to initialize GLEW" << std::endl;
		return;
	}
	const GLubyte *renderer = glGetString(GL_RENDERER);
	const GLubyte *vendor = glGetString(GL_VENDOR);
	const GLubyte *version = glGetString(GL_VERSION);
	const GLubyte *glslVersion = glGetString(GL_SHADING_LANGUAGE_VERSION);

	m_GLRenderer = (const char *)renderer;
	m_GLVersion  = (const char *)version;
	m_GLSLVersion = (const char *)glslVersion;

	GLint major, minor;
	glGetIntegerv(GL_MAJOR_VERSION, &major);
	glGetIntegerv(GL_MINOR_VERSION, &minor);
	std::cout << "GL Vendor    :" << vendor << std::endl;
	std::cout << "GL Renderer  : " << renderer << std::endl;
	std::cout << "GL Version (std::string)  : " << version << std::endl;
	std::cout << "GL Version (integer) : " << major << "." << minor << std::endl;
	std::cout << "GLSL Version : " << glslVersion << std::endl;
	std::cout << "--------------------------------------------------------------------------------"
		<< std::endl;
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, major);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, minor);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
	glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);

#ifdef USE_FONT
	m_pFont.init();
#endif
#ifdef USE_CEGUI
	OGLCEGUI::getInstance()->init();
	OGLCEGUI::getInstance()->setupCallbacks(pWindow);
#endif
	v_init();


	while (!glfwWindowShouldClose(pWindow))
	{
		glfwPollEvents();
		v_movement(pWindow);

		countFps();

		static GLfloat lastFrame = static_cast<float>(glfwGetTime());
		GLfloat currentFrame = static_cast<float>(glfwGetTime());
		GLfloat deltaTime = currentFrame - lastFrame;
		lastFrame = currentFrame;

		v_update();
		v_render();

#ifdef USE_FONT
		glDisable(GL_DEPTH_TEST);
		m_pFont.render("Graphics card: " + m_GLRenderer, 10, sh - 40);
		m_pFont.render("GL Version: " + m_GLVersion, 10, sh - 70);
		m_pFont.render("GLSL Version: " + m_GLSLVersion, 10, sh - 100);
		m_pFont.render("FPS: " + std::to_string(m_fps), 10, 30);
		//glEnable(GL_DEPTH_TEST);
#endif

#ifdef USE_CEGUI
		 OGLCEGUI::getInstance()->render();
#endif
		glfwSwapBuffers(pWindow);
	}

	v_shutdown();

	glfwTerminate();
}
Пример #9
0
int main( int argc, char *argv[] )
{
    GLFWwindow *window;
    int Edit;
    //File name to load
    string fileName;
    //whether name inputtted is valid
    bool validFile = false;

    //Try to determine file input
    while(validFile == false) {
        printf("Type the file to load (Special options: 'd' = default, 'c' = clean):\n");
        scanf("%s", &fileName[0]);

        ifstream toLoad(&fileName[0]);
        validFile = toLoad.good();

        //If 'c' was entered, then load a clean level
        if(strcmp(&fileName[0], "c") == 0) {
            printf("Loading clean level...\n");
            fileName = "clean";
            validFile = true;
        }
        //If 'd' was entered, then deafult level
        else if(strcmp(&fileName[0], "d") == 0) {
            printf("Loading default level...\n");
            fileName = "default";
            validFile = true;
        }
        else if(validFile == false) {
            printf("Bad file, please type another file to load.\n");
        }
        else if(validFile == true) {
            toLoad.close();
        }
    }

    //Determine mode
    printf("Type 0 to play, any other int to edit\n");
    scanf("%i", &Edit);

    glfwSetErrorCallback(glfwError);
    if (!glfwInit()) {
        exit(EXIT_FAILURE);
    }

    //If Edit Mode
    if(Edit) {
        //World Edit Init
        //initWorldEdit(window);
        window = glfwCreateWindow(800, 800, "World Editor", NULL, NULL);
        if (!window) {
            glfwTerminate();
            exit(EXIT_FAILURE);
        }
        srand(time(0));
        glfwMakeContextCurrent(window);
        glfwSetWindowPos(window, 80, 80);
        glfwSetWindowSizeCallback(window, glfwWindowResize);
        glfwSetWindowSize(window,1600,800);
        g_height =800;
        g_width = 1600;
        setDistance(7);
        SetEdit(1);
        paused = false;

        glfwSetKeyCallback( window, glfwEditKeyPress);
        glfwSetCursorPosCallback( window, glfwEditGetCursorPos );
        glfwSetMouseButtonCallback( window, glfwEditMouse );
        glfwSetScrollCallback( window, glfwEditScroll );

        glewInit();
        glInitialize(window);
        physicsInit();
        InitGeom();
        initLevelLoader();
        loadLevel(fileName);
    }
    //If Play Mode
    else {
        //Game Play Init
        //initGamePlay(window);
        window = glfwCreateWindow(800, 800, "Grapple", NULL, NULL);
        if (!window) {
            glfwTerminate();
            exit(EXIT_FAILURE);
        }
        srand(time(0));
        SetEye(vec3(0, 0, 0));
        glfwMakeContextCurrent(window);
        glfwSetWindowPos(window, 80, 80);
        glfwSetWindowSizeCallback(window, glfwWindowResize);
        glfwSetWindowSize(window,1600,800);
        g_height =800;
        g_width = 1600;
        setDistance(10);
        paused = false;

        glfwSetKeyCallback(window, glfwGameKeyPress);
        glfwSetCursorPosCallback( window, glfwGameGetCursorPos );

        glewInit();
        glInitialize(window);
        physicsInit();
        InitGeom();
        initLevelLoader();
        loadLevel(fileName);
    }

    ShadowMap *shadowMap = new ShadowMap();
    if (shadowMap->MakeShadowMap(g_width, g_height) == -1) {
        printf("SHADOW MAP FAILED\n");
        exit(EXIT_FAILURE);
    }

    // Start the main execution loop.
    while (!glfwWindowShouldClose(window)) {
        glfwPollEvents();
        if(Edit) {
            if(paused == false) {
                //Keep the cursor centered
                glfwSetCursorPos(window,g_width/2,g_height/2);
                renderScene(window, shadowMap);
                glfwEditGetCursorPos(NULL,g_width/2.0,g_height/2.0);
                //glfw Game Keyboard
                glfwEditKeyboard();
            }
        }
        else {
            if(paused == false) {
                //player appy physics controls
                SetLookAt(glm::vec3(physGetPlayerX(),physGetPlayerY(),physGetPlayerZ()));
                SetSpeed(.05*magnitude(getPlayerSpeed()));
                //Keep the cursor centered
                glfwSetCursorPos(window,g_width/2,g_height/2);
                physStep();
                //Draw stuff
                renderScene(window, shadowMap);
                glfwGameGetCursorPos(NULL,g_width/2.0,g_height/2.0);
                //glfw Game Keyboard
                glfwGameKeyboard();
            }
        }
        usleep(15000);
    }

    // Clean up after GLFW.
    glfwDestroyWindow(window);
    glfwTerminate();
    exit(EXIT_SUCCESS);
}
Пример #10
0
int main (int argc, char* argv[]) {

    srand (static_cast<unsigned>(time(0)));

    // Magic
    glewExperimental = GL_TRUE;
    
    // Init GLEW and GLFW
    if(initializeOpenGL() == -1) {
        return -1;
    }

    scene = new Scene();
    utilHandler = new Utils();

    createPreDefinedVoronoiPoints();

    scene->setPreComputedVoronoiPoints(sVoronoiPoints);
    
    // Create geometries and add them to the scene

    // Floor
    floor_rect = new Rectangle(1.0f, 1.0f, Vector3<float>(0.0f, 0.0f, 0.0f));
    floor_rect->rotate(Vector3<float>(1.0f, 0.0f, 0.0f), 90.0f);
    floor_rect->scale(Vector3<float>(2.5f, 1.0f, 2.0f));
    floor_rect->translate(Vector3<float>(0.0f, -0.35f, 0.0f));

    // HalfEdge mesh
    mesh = new HalfEdgeMesh(Vector4<float>(0.2f, 0.8f, 0.2f, 0.4f));
    mesh->addVoronoiPoint(Vector3<float>(0.0f, 0.0f, 0.0f));
    mesh->setDebugMode(true);

    // The following meshes has pre-defined voronoi patterns
    
    //mesh->createMesh("pillar");
    //mesh->createMesh("icosphere");
    //mesh->createMesh("bunnySmall_reduced");
    //mesh->createMesh("cube");
    mesh->createMesh("cow_2");

    mesh->markCurrentVoronoiPoint(currentVoronoiIndex, Vector4<float>(1.0f, 1.0f, 1.0f, 1.0f));
    scene->addGeometry(floor_rect, STATIC);
    scene->addGeometry(mesh, STATIC);

    initializeScene();

    //Set functions to handle mouse input
    glfwSetMouseButtonCallback(window, mouseButton);
    glfwSetCursorPosCallback(window, mouseMotion);
    glfwSetScrollCallback(window, mouseScroll);
    glfwSetKeyCallback(window, keyboardInput);

    // render-loop
    do {
        calcFPS(1.0, windowTitle);
        // Clear the screen
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // render all geometries
        scene->render();
        scene->stepSimulation();

        // Swap buffers
        glfwSwapBuffers(window);
        glfwPollEvents();

    } // Check if the ESC key was pressed or the window was closed
    while ( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
           glfwWindowShouldClose(window) == 0 );

    // Clean-up
    delete scene;

    // Close OpenGL window and terminate GLFW
    glfwTerminate();

    return 0;
}
Пример #11
0
int main(int argc, char* argv[])
{
    GLFWwindow window;
    double t, dt_total, t_old;

    if (!glfwInit())
    {
        fprintf(stderr, "GLFW initialization failed\n");
        exit(EXIT_FAILURE);
    }

    window = glfwOpenWindow(640, 480, GLFW_WINDOWED, "Wave Simulation", NULL);
    if (!window)
    {
        fprintf(stderr, "Could not open window\n");
        exit(EXIT_FAILURE);
    }

    glfwSwapInterval(1);

    // Keyboard handler
    glfwSetKeyCallback(key_callback);
    glfwSetInputMode(window, GLFW_KEY_REPEAT, GL_TRUE);

    // Window resize handler
    glfwSetWindowSizeCallback(window_resize_callback);
    glfwSetMouseButtonCallback(mouse_button_callback);
    glfwSetMousePosCallback(mouse_position_callback);
    glfwSetScrollCallback(scroll_callback);

    // Initialize OpenGL
    init_opengl();

    // Initialize simulation
    init_vertices();
    init_grid();
    adjust_grid();

    // Initialize timer
    t_old = glfwGetTime() - 0.01;

    while (running)
    {
        t = glfwGetTime();
        dt_total = t - t_old;
        t_old = t;

        // Safety - iterate if dt_total is too large
        while (dt_total > 0.f)
        {
            // Select iteration time step
            dt = dt_total > MAX_DELTA_T ? MAX_DELTA_T : dt_total;
            dt_total -= dt;

            // Calculate wave propagation
            calc_grid();
        }

        // Compute height of each vertex
        adjust_grid();

        // Draw wave grid to OpenGL display
        draw_scene();

        glfwPollEvents();

        // Still running?
        running = running && glfwIsWindow(window);
    }

    exit(EXIT_SUCCESS);
}
Пример #12
0
kit::Window::Window(kit::Window::Args const & windowArgs)
{
  kit::Window::m_instanceCount++;
  
  this->m_glfwHandle = nullptr;
  this->m_isFocused = true;
  this->m_isMinimized = false;
  this->m_virtualMouse = false;

  // Get the GLFW handle from the window to share resources with
  GLFWwindow * glfwSharedWindow = nullptr;  
  if(windowArgs.sharedWindow != nullptr)
  {
    glfwSharedWindow = windowArgs.sharedWindow->getGLFWHandle();
  }
  
  // Get the GLFW handle for the fullscreen monitor to use
  GLFWmonitor* glfwFullscreenMonitor = windowArgs.fullscreenMonitor->getGLFWHandle();

  // Set OpenGL context hints.
  kit::Window::prepareGLFWHints(GLFW_CONTEXT_VERSION_MAJOR, 4);
  kit::Window::prepareGLFWHints(GLFW_CONTEXT_VERSION_MINOR, 3);
  kit::Window::prepareGLFWHints(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

  // Set window-specific hints and create window according to our window-arguments
  switch(windowArgs.mode)
  {
    case kit::Window::Mode::Windowed:
      if(!windowArgs.resizable)
      {
	kit::Window::prepareGLFWHints(GLFW_RESIZABLE, GL_FALSE);
      }
      this->m_glfwHandle = glfwCreateWindow(windowArgs.resolution.x, windowArgs.resolution.y, windowArgs.title.c_str(), nullptr, glfwSharedWindow);
      break;

    case kit::Window::Mode::Fullscreen:
      this->m_glfwHandle = glfwCreateWindow(windowArgs.resolution.x, windowArgs.resolution.y, windowArgs.title.c_str(), glfwFullscreenMonitor, glfwSharedWindow);
      break;

    case kit::Window::Mode::Borderless:
      kit::Window::prepareGLFWHints(GLFW_DECORATED, GL_FALSE);
      kit::Window::prepareGLFWHints(GLFW_RESIZABLE, GL_FALSE);
      this->m_glfwHandle = glfwCreateWindow(windowArgs.resolution.x, windowArgs.resolution.y, windowArgs.title.c_str(), nullptr, glfwSharedWindow);
      break;

    default:
      KIT_THROW("Invalid window mode");
      break;
  }
  
  // Reset the GLFW hints after creation
  kit::Window::restoreGLFWHints();
  
  // Assert that we have a GLFW window
  if(!this->m_glfwHandle)
  {
    KIT_THROW("Failed to create GLFW window");
  }
  
  // Register the window to the static list of windows, to keep track of events/callbacks
  kit::Window::m_windows.push_back(this);
  
  // Register GLFW callbacks for this window
  glfwSetWindowPosCallback(this->m_glfwHandle, kit::Window::__winfunc_position);
  glfwSetWindowSizeCallback(this->m_glfwHandle, kit::Window::__winfunc_size);
  glfwSetWindowCloseCallback(this->m_glfwHandle, kit::Window::__winfunc_close);
  glfwSetWindowFocusCallback(this->m_glfwHandle, kit::Window::__winfunc_focus);
  glfwSetWindowIconifyCallback(this->m_glfwHandle, kit::Window::__winfunc_minimize);
  glfwSetFramebufferSizeCallback(this->m_glfwHandle, kit::Window::__winfunc_framebuffersize);
  glfwSetMouseButtonCallback(this->m_glfwHandle, kit::Window::__infunc_mousebutton);
  glfwSetCursorPosCallback(this->m_glfwHandle, kit::Window::__infunc_cursorpos);
  glfwSetCursorEnterCallback(this->m_glfwHandle, kit::Window::__infunc_cursorenter);
  glfwSetScrollCallback(this->m_glfwHandle, kit::Window::__infunc_scroll);
  glfwSetKeyCallback(this->m_glfwHandle, kit::Window::__infunc_key);
  glfwSetCharCallback(this->m_glfwHandle, kit::Window::__infunc_char);

  // Activate the current windows context
  this->activateContext();
  
  // Enable V-sync
  glfwSwapInterval(1);
  
  // Make sure GL3W is initialized, and set the viewport
  kit::initializeGL3W();
  KIT_GL(glViewport(0, 0, this->getFramebufferSize().x , this->getFramebufferSize().y));
}
Пример #13
0
void Application::Init()
{
	//Set the error callback
	glfwSetErrorCallback(error_callback);
	
	//Initialize GLFW
	if (!glfwInit())
	{
		exit(EXIT_FAILURE);
	}

	//Set the GLFW window creation hints - these are optional
	glfwWindowHint(GLFW_SAMPLES, 4); //Request 4x antialiasing
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); //Request a specific OpenGL version
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); //Request a specific OpenGL version
	//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //We don't want the old OpenGL 


	//Create a window and create its OpenGL context
	m_window = glfwCreateWindow(1920, 1080, "myFramework", NULL, NULL);
	glfwSetWindowPos(m_window, 100, 8);

	//If the window couldn't be created
	if (!m_window)
	{
		fprintf( stderr, "Failed to open GLFW window.\n" );
		glfwTerminate();
		exit(EXIT_FAILURE);
	}

	//This function makes the context of the specified window current on the calling thread. 
	glfwMakeContextCurrent(m_window);

	glfwSetWindowSizeCallback(m_window, resize_callback);

	//Sets the key callback
	//glfwSetKeyCallback(m_window, key_callback);
	glfwSetScrollCallback(m_window, scroll_callback);

	glewExperimental = true; // Needed for core profile
	//Initialize GLEW
	GLenum err = glewInit();

	glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

	//If GLEW hasn't initialized
	if (err != GLEW_OK) 
	{
		fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
		//return -1;
	}

	m_dElapsedTime = 0.0;
	m_dAccumulatedTime_ThreadOne = 0.0;
	m_dAccumulatedTime_ThreadTwo = 0.0;
	Math::InitRNG();

	ifstream inData;
	string data;
	inData.open ("Assets//Font//ascii.txt"); 

	for (unsigned i = 0; i < 255; i++)
	{
		textspace[i] = 0.3f;
	}

	int index = 33;

	while (!inData.eof())
	{
		getline (inData, data);
		if (data == "")
		continue;

		int number = 0;

		for (unsigned i = 0; i < data.size(); i++)
		{
			if (data[i] == '=')
			{
				number = i + 1;
				break;
			}
		}

		textspace[index] = atoi(&data[number]) / 11.f;
		index++;
	}

	inData.close (); 
}
Пример #14
0
int main(int argc, char **argv) {
    srand(time(NULL));
    rand();
    if (argc == 2 || argc == 3) {
        char *hostname = argv[1];
        int port = DEFAULT_PORT;
        if (argc == 3) {
            port = atoi(argv[2]);
        }
        db_disable();
        client_enable();
        client_connect(hostname, port);
        client_start();
    }
    if (!glfwInit()) {
        return -1;
    }
    create_window();
    if (!window) {
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSwapInterval(VSYNC);
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
    glfwSetKeyCallback(window, on_key);
    glfwSetMouseButtonCallback(window, on_mouse_button);
    glfwSetScrollCallback(window, on_scroll);

    #ifndef __APPLE__
        if (glewInit() != GLEW_OK) {
            return -1;
        }
    #endif

    if (db_init()) {
        return -1;
    }

    glEnable(GL_CULL_FACE);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_LINE_SMOOTH);
    glLogicOp(GL_INVERT);
    glClearColor(0.53, 0.81, 0.92, 1.00);

    GLuint texture;
    glGenTextures(1, &texture);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, texture);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    load_png_texture("texture.png");

    GLuint block_program = load_program(
        "shaders/block_vertex.glsl", "shaders/block_fragment.glsl");
    GLuint matrix_loc = glGetUniformLocation(block_program, "matrix");
    GLuint camera_loc = glGetUniformLocation(block_program, "camera");
    GLuint sampler_loc = glGetUniformLocation(block_program, "sampler");
    GLuint timer_loc = glGetUniformLocation(block_program, "timer");
    GLuint position_loc = glGetAttribLocation(block_program, "position");
    GLuint normal_loc = glGetAttribLocation(block_program, "normal");
    GLuint uv_loc = glGetAttribLocation(block_program, "uv");

    GLuint line_program = load_program(
        "shaders/line_vertex.glsl", "shaders/line_fragment.glsl");
    GLuint line_matrix_loc = glGetUniformLocation(line_program, "matrix");
    GLuint line_position_loc = glGetAttribLocation(line_program, "position");

    GLuint item_position_buffer = 0;
    GLuint item_normal_buffer = 0;
    GLuint item_uv_buffer = 0;
    int previous_block_type = 0;

    Chunk chunks[MAX_CHUNKS];
    int chunk_count = 0;

    Player players[MAX_PLAYERS];
    int player_count = 0;

    FPS fps = {0, 0};
    float matrix[16];
    float x = (rand_double() - 0.5) * 10000;
    float z = (rand_double() - 0.5) * 10000;
    float y = 0;
    float dy = 0;
    float rx = 0;
    float ry = 0;
    double px = 0;
    double py = 0;

    int loaded = db_load_state(&x, &y, &z, &rx, &ry);
    ensure_chunks(chunks, &chunk_count,
        floorf(roundf(x) / CHUNK_SIZE),
        floorf(roundf(z) / CHUNK_SIZE), 1);
    if (!loaded) {
        y = highest_block(chunks, chunk_count, x, z) + 2;
    }

    glfwGetCursorPos(window, &px, &py);
    double previous = glfwGetTime();
    while (!glfwWindowShouldClose(window)) {
        update_fps(&fps, SHOW_FPS);
        double now = glfwGetTime();
        double dt = MIN(now - previous, 0.2);
        previous = now;

        if (exclusive && (px || py)) {
            double mx, my;
            glfwGetCursorPos(window, &mx, &my);
            float m = 0.0025;
            rx += (mx - px) * m;
            ry -= (my - py) * m;
            if (rx < 0) {
                rx += RADIANS(360);
            }
            if (rx >= RADIANS(360)){
                rx -= RADIANS(360);
            }
            ry = MAX(ry, -RADIANS(90));
            ry = MIN(ry, RADIANS(90));
            px = mx;
            py = my;
        }
        else {
            glfwGetCursorPos(window, &px, &py);
        }

        int sz = 0;
        int sx = 0;
        ortho = glfwGetKey(window, 'F');
        fov = glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) ? 15.0 : 65.0;
        if (glfwGetKey(window, 'Q')) break;
        if (glfwGetKey(window, 'W')) sz--;
        if (glfwGetKey(window, 'S')) sz++;
        if (glfwGetKey(window, 'A')) sx--;
        if (glfwGetKey(window, 'D')) sx++;
        float m = dt * 1.0;
        if (glfwGetKey(window, GLFW_KEY_LEFT)) rx -= m;
        if (glfwGetKey(window, GLFW_KEY_RIGHT)) rx += m;
        if (glfwGetKey(window, GLFW_KEY_UP)) ry += m;
        if (glfwGetKey(window, GLFW_KEY_DOWN)) ry -= m;
        float vx, vy, vz;
        get_motion_vector(flying, sz, sx, rx, ry, &vx, &vy, &vz);
        if (glfwGetKey(window, GLFW_KEY_SPACE)) {
            if (flying) {
                vy = 1;
            }
            else if (dy == 0) {
                dy = 8;
            }
        }
        if (glfwGetKey(window, 'Z')) {
            vx = -1; vy = 0; vz = 0;
        }
        if (glfwGetKey(window, 'X')) {
            vx = 1; vy = 0; vz = 0;
        }
        if (glfwGetKey(window, 'C')) {
            vx = 0; vy = -1; vz = 0;
        }
        if (glfwGetKey(window, 'V')) {
            vx = 0; vy = 1; vz = 0;
        }
        if (glfwGetKey(window, 'B')) {
            vx = 0; vy = 0; vz = -1;
        }
        if (glfwGetKey(window, 'N')) {
            vx = 0; vy = 0; vz = 1;
        }
        float speed = flying ? 20 : 5;
        int step = 8;
        float ut = dt / step;
        vx = vx * ut * speed;
        vy = vy * ut * speed;
        vz = vz * ut * speed;
        for (int i = 0; i < step; i++) {
            if (flying) {
                dy = 0;
            }
            else {
                dy -= ut * 25;
                dy = MAX(dy, -250);
            }
            x += vx;
            y += vy + dy * ut;
            z += vz;
            if (collide(chunks, chunk_count, 2, &x, &y, &z)) {
                dy = 0;
            }
        }
        if (y < 0) {
            y = highest_block(chunks, chunk_count, x, z) + 2;
        }

        for (int i = 0; i < chunk_count; i++) {
            Chunk *chunk = chunks + i;
            chunk->dirty = 0;
        }

        if (left_click) {
            left_click = 0;
            int hx, hy, hz;
            int hw = hit_test(chunks, chunk_count, 0, x, y, z, rx, ry,
                &hx, &hy, &hz);
            if (hy > 0 && is_destructable(hw)) {
                set_block(chunks, chunk_count, hx, hy, hz, 0, 1);
            }
        }

        if (right_click) {
            right_click = 0;
            int hx, hy, hz;
            int hw = hit_test(chunks, chunk_count, 1, x, y, z, rx, ry,
                &hx, &hy, &hz);
            if (is_obstacle(hw)) {
                if (!player_intersects_block(2, x, y, z, hx, hy, hz)) {
                    set_block(chunks, chunk_count, hx, hy, hz, block_type, 1);
                }
            }
        }

        if (middle_click) {
            middle_click = 0;
            int hx, hy, hz;
            int hw = hit_test(chunks, chunk_count, 0, x, y, z, rx, ry,
                &hx, &hy, &hz);
            if (is_selectable(hw)) {
                block_type = hw;
            }
        }

        if (teleport) {
            teleport = 0;
            if (player_count) {
                int index = rand_int(player_count);
                Player *player = players + index;
                x = player->x;
                y = player->y;
                z = player->z;
                rx = player->rx;
                ry = player->ry;
                ensure_chunks(chunks, &chunk_count,
                    floorf(roundf(x) / CHUNK_SIZE),
                    floorf(roundf(z) / CHUNK_SIZE), 1);
            }
        }

        client_position(x, y, z, rx, ry);
        char buffer[RECV_BUFFER_SIZE];
        while (client_recv(buffer, RECV_BUFFER_SIZE)) {
            float ux, uy, uz, urx, ury;
            if (sscanf(buffer, "U,%*d,%f,%f,%f,%f,%f",
                &ux, &uy, &uz, &urx, &ury) == 5)
            {
                x = ux; y = uy; z = uz; rx = urx; ry = ury;
                ensure_chunks(chunks, &chunk_count,
                    floorf(roundf(x) / CHUNK_SIZE),
                    floorf(roundf(z) / CHUNK_SIZE), 1);
                y = highest_block(chunks, chunk_count, x, z) + 2;
            }
            int bx, by, bz, bw;
            if (sscanf(buffer, "B,%*d,%*d,%d,%d,%d,%d",
                &bx, &by, &bz, &bw) == 4)
            {
                set_block(chunks, chunk_count, bx, by, bz, bw, 0);
                if ((int)roundf(x) == bx && (int)roundf(z) == bz) {
                    y = highest_block(chunks, chunk_count, x, z) + 2;
                }
            }
            int pid;
            float px, py, pz, prx, pry;
            if (sscanf(buffer, "P,%d,%f,%f,%f,%f,%f",
                &pid, &px, &py, &pz, &prx, &pry) == 6)
            {
                Player *player = find_player(players, player_count, pid);
                if (!player && player_count < MAX_PLAYERS) {
                    player = players + player_count;
                    player_count++;
                    player->id = pid;
                    player->position_buffer = 0;
                    player->normal_buffer = 0;
                    player->uv_buffer = 0;
                    printf("%d other players are online\n", player_count);
                }
                if (player) {
                    update_player(player, px, py, pz, prx, pry);
                }
            }
            if (sscanf(buffer, "D,%d", &pid) == 1) {
                delete_player(players, &player_count, pid);
                printf("%d other players are online\n", player_count);
            }
        }

        for (int i = 0; i < chunk_count; i++) {
            Chunk *chunk = chunks + i;
            if (chunk->dirty) {
                update_chunk(chunk);
            }
        }

        int p = floorf(roundf(x) / CHUNK_SIZE);
        int q = floorf(roundf(z) / CHUNK_SIZE);
        ensure_chunks(chunks, &chunk_count, p, q, 0);

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        update_matrix_3d(matrix, x, y, z, rx, ry);

        // render chunks
        glUseProgram(block_program);
        glUniformMatrix4fv(matrix_loc, 1, GL_FALSE, matrix);
        glUniform3f(camera_loc, x, y, z);
        glUniform1i(sampler_loc, 0);
        glUniform1f(timer_loc, glfwGetTime());
        for (int i = 0; i < chunk_count; i++) {
            Chunk *chunk = chunks + i;
            if (chunk_distance(chunk, p, q) > RENDER_CHUNK_RADIUS) {
                continue;
            }
            if (!chunk_visible(chunk, matrix)) {
                continue;
            }
            draw_chunk(chunk, position_loc, normal_loc, uv_loc);
        }

        // render players
        for (int i = 0; i < player_count; i++) {
            Player *player = players + i;
            draw_player(player, position_loc, normal_loc, uv_loc);
        }

        // render focused block wireframe
        int hx, hy, hz;
        int hw = hit_test(
            chunks, chunk_count, 0, x, y, z, rx, ry, &hx, &hy, &hz);
        if (is_obstacle(hw)) {
            glUseProgram(line_program);
            glLineWidth(1);
            glEnable(GL_COLOR_LOGIC_OP);
            glUniformMatrix4fv(line_matrix_loc, 1, GL_FALSE, matrix);
            GLuint cube_buffer = make_cube_buffer(hx, hy, hz, 0.51);
            draw_lines(cube_buffer, line_position_loc, 3, 48);
            glDeleteBuffers(1, &cube_buffer);
            glDisable(GL_COLOR_LOGIC_OP);
        }

        update_matrix_2d(matrix);

        // render crosshairs
        glUseProgram(line_program);
        glLineWidth(4);
        glEnable(GL_COLOR_LOGIC_OP);
        glUniformMatrix4fv(line_matrix_loc, 1, GL_FALSE, matrix);
        GLuint line_buffer = make_line_buffer();
        draw_lines(line_buffer, line_position_loc, 2, 4);
        glDeleteBuffers(1, &line_buffer);
        glDisable(GL_COLOR_LOGIC_OP);

        // render selected item
        update_matrix_item(matrix);
        if (block_type != previous_block_type) {
            previous_block_type = block_type;
            make_single_cube(
                &item_position_buffer, &item_normal_buffer, &item_uv_buffer,
                0, 0, 0, 0.5, block_type);
        }
        glUseProgram(block_program);
        glUniformMatrix4fv(matrix_loc, 1, GL_FALSE, matrix);
        glUniform3f(camera_loc, 0, 0, 5);
        glUniform1i(sampler_loc, 0);
        glUniform1f(timer_loc, glfwGetTime());
        glDisable(GL_DEPTH_TEST);
        draw_single_cube(
            item_position_buffer, item_normal_buffer, item_uv_buffer,
            position_loc, normal_loc, uv_loc);
        glEnable(GL_DEPTH_TEST);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }
    client_stop();
    db_save_state(x, y, z, rx, ry);
    db_close();
    glfwTerminate();
    return 0;
}
Пример #15
0
//
// コンストラクタ
//
Window::Window(int width, int height, const char *title, GLFWmonitor *monitor, GLFWwindow *share)
  : window(glfwCreateWindow(width, height, title, monitor, share))
  , ex(startPosition[0])                  // カメラの x 座標
  , ey(startPosition[1])                  // カメラの y 座標
  , ez(startPosition[2])                  // カメラの z 座標
  , threshold(0.5f)                       // 閾値
  , blend(true)                           // アルファブレンディング
#if STEREO != OCULUS && STEREO != NONE
  , parallax(initialParallax)
#endif
#if STEREO != OCULUS
  , scrH(zNear * screenCenter / screenDistance)
#endif
{
  if (!window) return;

  // 現在のウィンドウを処理対象にする
  glfwMakeContextCurrent(window);

  // 作成したウィンドウに対する設定
  glfwSwapInterval(1);

  // ウィンドウのサイズ変更時に呼び出す処理の登録
  glfwSetFramebufferSizeCallback(window, resize);

  // マウスボタンを操作したときの処理
  glfwSetMouseButtonCallback(window, mouse);

  // マウスホイール操作時に呼び出す処理
  glfwSetScrollCallback(window, wheel);

  // キーボードを操作した時の処理
  glfwSetKeyCallback(window, keyboard);

  // マウスカーソルを表示する
  glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);

  // このインスタンスの this ポインタを記録しておく
  glfwSetWindowUserPointer(window, this);

  // ゲームグラフィックス特論の都合にもとづく初期化
  if (!glCreateProgram) ggInit();

  // ジョイステックの有無を調べて番号を決める
  joy = glfwJoystickPresent(count) ? count : -1;

  // スティックの中立位置を求める
  if (joy >= 0)
  {
    int axesCount;
    const float *const axes(glfwGetJoystickAxes(joy, &axesCount));

    if (axesCount > 3 + axesOffset)
    {
      // 起動直後のスティックの位置を基準にする
      origin[0] = axes[0];
      origin[1] = axes[1];
      origin[2] = axes[2 + axesOffset];
      origin[3] = axes[3 + axesOffset];
    }
  }

#if STEREO == OCULUS
  // プログラムオブジェクト, VAO / VBO, Oculus Rift のデバイスマネージャーの作成は最初一度だけ行う
  if (count == 0)
  {
    // Oculus Rift のレンズの歪みを補正するシェーダプログラム
    ocuProgram = ggLoadShader("oculus.vert", "oculus.frag");
    ocuFboColorLoc = glGetUniformLocation(ocuProgram, "ocuFboColor");
    ocuAspectLoc = glGetUniformLocation(ocuProgram, "ocuAspect");
    projectionCenterOffsetLoc = glGetUniformLocation(ocuProgram, "projectionCenterOffset");
    lensDistortionLoc = glGetUniformLocation(ocuProgram, "lensDistortion");
    lensScaleLoc = glGetUniformLocation(ocuProgram, "lensScale");

    // Oculus Rift 表示に使う矩形
    glGenVertexArrays(1, &ocuVao);
    glBindVertexArray(ocuVao);
    glGenBuffers(1, &ocuVbo);
    glBindBuffer(GL_ARRAY_BUFFER, ocuVbo);
    static const GLfloat rect[] = { -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f };
    glBufferData(GL_ARRAY_BUFFER, sizeof rect, rect, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(0);

    // Oculus Rift のデバイスマネージャーの作成
    pManager = *DeviceManager::Create();
  }

  // Oculus Rift のデバイスマネージャーが作成できたら情報を取得する
  if (pManager
    && (pHmd = *pManager->EnumerateDevices<HMDDevice>().CreateDevice())
    && pHmd->GetDeviceInfo(&hmdInfo)
    )
  {
#  if defined(_DEBUG)
    // 取得した情報を表示する
    std::cout << hmdInfo.DisplayDeviceName << std::endl;
    std::cout << "\nResolution:"
      << hmdInfo.HResolution << ", "
      << hmdInfo.VResolution << std::endl;
    std::cout << "\nScreen size: "
      << hmdInfo.HScreenSize << ", "
      << hmdInfo.VScreenSize << std::endl;
    std::cout << "\nVertical Screen Center: "
      << hmdInfo.VScreenCenter << std::endl;
    std::cout << "\nEye to Screen Distance: "
      << hmdInfo.EyeToScreenDistance << std::endl;
    std::cout << "\nLens Separation Distance: "
      << hmdInfo.LensSeparationDistance << std::endl;
    std::cout << "\nInterpupillary Distance: "
      << hmdInfo.InterpupillaryDistance << std::endl;
    std::cout << "\nDistortion: "
      << hmdInfo.DistortionK[0] << ", "
      << hmdInfo.DistortionK[1] << ", "
      << hmdInfo.DistortionK[2] << ", "
      << hmdInfo.DistortionK[3] << std::endl;
    std::cout << std::endl;
#  endif

    // レンズの中心の画面の中心からのずれ
    projectionCenterOffset = 1.0f - 2.0f * hmdInfo.LensSeparationDistance / hmdInfo.HScreenSize;

    // スクリーンの幅と高さ
    scrW = scrH = zNear * hmdInfo.VScreenCenter / hmdInfo.EyeToScreenDistance;

    // 視差
    parallax = hmdInfo.InterpupillaryDistance * 0.5f;

    // レンズの歪みの補正係数
    lensDistortion[0] = hmdInfo.DistortionK[0];
    lensDistortion[1] = hmdInfo.DistortionK[1];
    lensDistortion[2] = hmdInfo.DistortionK[2];
    lensDistortion[3] = hmdInfo.DistortionK[3];

    // 片目の表示領域のアスペクト比
    ocuAspect = hmdInfo.HScreenSize * 0.5f / hmdInfo.VScreenSize;

    // Oculus Rift のセンサの取得
    pSensor = *pHmd->GetSensor();

    // センサーを登録する
    if (pSensor) sensorFusion.AttachToSensor(pSensor);
  }
  else
  {
    // Oculus Rift をつながずにデバッグする時の設定
    scrW = scrH = zNear * 0.0468f / 0.041f;
    parallax = 0.064f * 0.5f;
    projectionCenterOffset = 1.0f - 2.0f * 0.0635f / 0.14976f;
    lensDistortion[0] = 1.0f;
    lensDistortion[1] = 0.2f;
    lensDistortion[2] = 0.24f;
    lensDistortion[3] = 0.0f;
    ocuAspect = 0.14976f * 0.5f / 0.0936f;
    pSensor = nullptr;
  }

  // レンズの歪み補正に伴う拡大率の補正
  lensScale = 1.0f / (lensDistortion[0] + lensDistortion[1] + lensDistortion[2] + lensDistortion[3]);

  // Oculus Rift の左目用と右目用の FBO の準備
  glGenFramebuffers(2, ocuFbo);

  // Oculus Rift 表示用の FBO のデプスバッファとして使うレンダーバッファの作成
  glGenRenderbuffers(1, &ocuFboDepth);
  glBindRenderbuffer(GL_RENDERBUFFER, ocuFboDepth);
  glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fboWidth, fboHeight);

  // Oculus Rift 表示用の FBO のカラーバッファとして使うカラーテクスチャの作成
  glGenTextures(2, ocuFboColor);
  for (int i = 0; i < 2; ++i)
  {
    // 左右の目のそれぞれの表示サイズより少し大きなテクスチャメモリの確保
    glBindTexture(GL_TEXTURE_2D, ocuFboColor[i]);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fboWidth, fboHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
    glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border);

    // 左右の目のそれぞれについて FBO を作成する
    glBindFramebuffer(GL_FRAMEBUFFER, ocuFbo[i]);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
      GL_TEXTURE_2D, ocuFboColor[i], 0);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
      GL_RENDERBUFFER, ocuFboDepth);
  }
#endif

  // 投影変換行列・ビューポートを初期化する
  resize(window, width, height);

#if BENCHMARK
  // 時間計測用の Query Object を作成する
  glGenQueries(1, &query);
#endif

  // 参照カウントを増す
  ++count;
}
bool GLViewImpl::initWithRect(const std::string& viewName, Rect rect, float frameZoomFactor)
{
    setViewName(viewName);

    _frameZoomFactor = frameZoomFactor;

	if (s_intriGdipCanvasEnabled)
		IrregularGL::thisObject()->setupGL();
    glfwWindowHint(GLFW_RESIZABLE,GL_FALSE);
    glfwWindowHint(GLFW_RED_BITS,_glContextAttrs.redBits);
    glfwWindowHint(GLFW_GREEN_BITS,_glContextAttrs.greenBits);
    glfwWindowHint(GLFW_BLUE_BITS,_glContextAttrs.blueBits);
    glfwWindowHint(GLFW_ALPHA_BITS,_glContextAttrs.alphaBits);
    glfwWindowHint(GLFW_DEPTH_BITS,_glContextAttrs.depthBits);
    glfwWindowHint(GLFW_STENCIL_BITS,_glContextAttrs.stencilBits);
	
	// x-studio365 spec hints
    glfwWindowHint(GLFW_DECORATED, !s_intriWindowNoB);
    glfwWindowHint(GLFW_VISIBLE, s_intriWindowVisible);
	glfwWindowHint(GLFW_ALPHA_MASK, s_intriWindowAlphaEnabled);
	glfwxSetParent(s_intriWindowParent);

    int needWidth = rect.size.width * _frameZoomFactor;
    int neeHeight = rect.size.height * _frameZoomFactor;

    _mainWindow = glfwCreateWindow(needWidth, neeHeight, _viewName.c_str(), _monitor, nullptr);

    if (_mainWindow == nullptr)
    {
        std::string message = "Can't create window";
        if (!_glfwError.empty())
        {
            message.append("\nMore info: \n");
            message.append(_glfwError);
        }

        ccMessageBox(message.c_str(), "Error launch application");
        return false;
    }

    /*
    *  Note that the created window and context may differ from what you requested,
    *  as not all parameters and hints are
    *  [hard constraints](@ref window_hints_hard).  This includes the size of the
    *  window, especially for full screen windows.  To retrieve the actual
    *  attributes of the created window and context, use queries like @ref
    *  glfwGetWindowAttrib and @ref glfwGetWindowSize.
    *
    *  see declaration glfwCreateWindow
    */
    int realW = 0, realH = 0;
    glfwGetWindowSize(_mainWindow, &realW, &realH);
    if (realW != needWidth)
    {
        rect.size.width = realW / _frameZoomFactor;
    }
    if (realH != neeHeight)
    {
        rect.size.height = realH / _frameZoomFactor;
    }

    glfwMakeContextCurrent(_mainWindow);

	// x-studio365 spec: use glfwx setMouseButtonCallback ensure update mouse coord immediately.
    glfwxSetMouseButtonCallback(_mainWindow, GLFWEventHandler::onGLFWMouseCallBackEx);
    glfwSetCursorPosCallback(_mainWindow, GLFWEventHandler::onGLFWMouseMoveCallBack);
    glfwSetScrollCallback(_mainWindow, GLFWEventHandler::onGLFWMouseScrollCallback);
    glfwSetCharCallback(_mainWindow, GLFWEventHandler::onGLFWCharCallback);
    glfwSetKeyCallback(_mainWindow, GLFWEventHandler::onGLFWKeyCallback);
    glfwSetWindowPosCallback(_mainWindow, GLFWEventHandler::onGLFWWindowPosCallback);
    glfwSetFramebufferSizeCallback(_mainWindow, GLFWEventHandler::onGLFWframebuffersize);
    glfwSetWindowSizeCallback(_mainWindow, GLFWEventHandler::onGLFWWindowSizeFunCallback);
    glfwSetWindowIconifyCallback(_mainWindow, GLFWEventHandler::onGLFWWindowIconifyCallback);

    setFrameSize(rect.size.width, rect.size.height);

    // check OpenGL version at first
    const GLubyte* glVersion = glGetString(GL_VERSION);

    if ( utils::atof((const char*)glVersion) < 1.5 )
    {
        char strComplain[256] = {0};
        sprintf(strComplain,
                "OpenGL 1.5 or higher is required (your version is %s). Please upgrade the driver of your video card.",
                glVersion);
        ccMessageBox(strComplain, "OpenGL version too old");
        return false;
    }

    initGlew();

    // Enable point size by default.
    glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);

    return true;
}
Пример #17
0
MillerRender::MillerRender()
{
    gLookAtOther = true;
    gPosition1 = vec3(-1.5f, 0.0f, 0.0f);
   //  gOrientation1;
     // Initialise GLFW
     if( !glfwInit() )
     {
         fprintf( stderr, "Failed to initialize GLFW\n" );
         //return -1;exit
     }

     glfwWindowHint(GLFW_SAMPLES, 4);
     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
     glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

     // Open a window and create its OpenGL context
     window = glfwCreateWindow( 1024, 768, "Tutorial 17 - Rotations", NULL, NULL);
     if( window == NULL ){
         fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
         glfwTerminate();
        // return -1;exit
     }
     glfwMakeContextCurrent(window);

     // Initialize GLEW
     glewExperimental = true; // Needed for core profile
     if (glewInit() != GLEW_OK) {
         fprintf(stderr, "Failed to initialize GLEW\n");
        // return -1; exit
     }


     //initGL(window);

     // Initialize the GUI
     TwInit(TW_OPENGL_CORE, NULL);
     TwWindowSize(1024, 768);
     TwBar * EulerGUI = TwNewBar("Euler settings");
    //     TwBar * QuaternionGUI = TwNewBar("Quaternion settings");
     TwSetParam(EulerGUI, NULL, "refresh", TW_PARAM_CSTRING, 1, "0.1");
  //       TwSetParam(QuaternionGUI, NULL, "position", TW_PARAM_CSTRING, 1, "808 16");

     TwAddVarRW(EulerGUI, "Euler X", TW_TYPE_FLOAT, &gOrientation1.x, "step=0.01");
     TwAddVarRW(EulerGUI, "Euler Y", TW_TYPE_FLOAT, &gOrientation1.y, "step=0.01");
     TwAddVarRW(EulerGUI, "Euler Z", TW_TYPE_FLOAT, &gOrientation1.z, "step=0.01");
     TwAddVarRW(EulerGUI, "Pos X"  , TW_TYPE_FLOAT, &gPosition1.x, "step=0.1");
     TwAddVarRW(EulerGUI, "Pos Y"  , TW_TYPE_FLOAT, &gPosition1.y, "step=0.1");
     TwAddVarRW(EulerGUI, "Pos Z"  , TW_TYPE_FLOAT, &gPosition1.z, "step=0.1");


     //TwAddVarRW(QuaternionGUI, "Quaternion", TW_TYPE_QUAT4F, &gOrientation2, "showval=true open=true ");
     //TwAddVarRW(QuaternionGUI, "Use LookAt", TW_TYPE_BOOL8 , &gLookAtOther, "help='Look at the other monkey ?'");

     // Set GLFW event callbacks. I removed glfwSetWindowSizeCallback for conciseness
     glfwSetMouseButtonCallback(window, (GLFWmousebuttonfun)TwEventMouseButtonGLFW); // - Directly redirect GLFW mouse button events to AntTweakBar
     glfwSetCursorPosCallback(window, (GLFWcursorposfun)TwEventMousePosGLFW);          // - Directly redirect GLFW mouse position events to AntTweakBar
     glfwSetScrollCallback(window, (GLFWscrollfun)TwEventMouseWheelGLFW);    // - Directly redirect GLFW mouse wheel events to AntTweakBar
     glfwSetKeyCallback(window, (GLFWkeyfun)TwEventKeyGLFW);                         // - Directly redirect GLFW key events to AntTweakBar
     glfwSetCharCallback(window, (GLFWcharfun)TwEventCharGLFW);                      // - Directly redirect GLFW char events to AntTweakBar



     // Ensure we can capture the escape key being pressed below
     glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
     glfwSetCursorPos(window, 1024/2, 768/2);

     // Dark blue background
     glClearColor(0.0f, 0.0f, 0.4f, 0.0f);

     // Enable depth test
     glEnable(GL_DEPTH_TEST);
     // Accept fragment if it closer to the camera than the former one
     glDepthFunc(GL_LESS);

     // Cull triangles which normal is not towards the camera
     glEnable(GL_CULL_FACE);


     // Read our .obj file
     std::vector<unsigned short> indices;
     std::vector<glm::vec3> indexed_vertices;
     std::vector<glm::vec2> indexed_uvs;
     std::vector<glm::vec3> indexed_normals;

     // load model
     //char* file = "/home/kaeon/MyProgram/src/rim.stl";
     //char* file = "/home/kaeon/MyProgram/src/box.stl";
     char* file = "/home/kaeon/MyProgram/OpenGL-33-myproject/src/cube.obj";
     //char* file = "/home/kaeon/MyProgram/OpenGL-33-myproject/src/ES4.STL";

     //char* file = "/home/kaeon/MyProgram/src/suzanne.obj";
     //char* file = "/home/kaeon/MyProgram/src/monkey.obj";
     //loadOBJ(file,outIndices,vertexArray,uvArray,normalArray);

     //bool res = loadAssImp(file, indices, indexed_vertices, indexed_uvs, indexed_normals);
     loadOBJ(file, indices,indexed_vertices,indexed_uvs,indexed_normals);

     ChangeVerticesCoord(indexed_vertices);



     GLuint VertexArrayID;   
     glGenVertexArrays(1, &VertexArrayID);
     glBindVertexArray(VertexArrayID);
     GLuint WP_VertexArrayID;
     glGenVertexArrays(1, &WP_VertexArrayID);
     glBindVertexArray(WP_VertexArrayID);

     // Create and compile our GLSL program from the shaders
     //GLuint programID = LoadShaders( "/home/kaeon/MyProgram/opengl_test_success/SimpleTransform.vertexshader", "/home/kaeon/MyProgram/opengl_test_success/SingleColor.fragmentshader" );
     programID = LoadShaders(
                 "/home/kaeon/MyProgram/OpenGL-33-myproject/src/StandardShading.vertexshader",
                 "/home/kaeon/MyProgram/OpenGL-33-myproject/src/StandardShading.fragmentshader" );


     // Get a handle for our "MVP" uniform
     MatrixID = glGetUniformLocation(programID, "MVP");
     ViewMatrixID = glGetUniformLocation(programID, "V");
     ModelMatrixID = glGetUniformLocation(programID, "M");

     // Load the texture
     Texture = loadDDS("/home/kaeon/MyProgram/OpenGL-33-myproject/src/uvmap.DDS");

     // Get a handle for our "myTextureSampler" uniform
     TextureID  = glGetUniformLocation(programID, "myTextureSampler");


     /***==================== My triangle=============================e **/
     std::vector<unsigned short> indices2;//(101*101);
     std::vector<glm::vec3> indexed_vertices2;//(101*101);
     std::vector<glm::vec2> indexed_uvs2;
     std::vector<glm::vec3> indexed_normals2;
     //
     /*
     for (int i = 0; i < 101; i++) {
         for (int j = 0; j < 101; j++) {
             double z = sin(float(i)/10.0)*sin(float(i)/10.0);
             indexed_vertices2[i] = glm::vec3( i-50, j-50, z-20.0);
         }
     }*/
     //   CalculateIndices(indices2);
     // calculate indices
     //loadOBJ("/home/kaeon/MyProgram/OpenGL-33-myproject/src/ES4.STL", indices2,indexed_vertices2,indexed_uvs2,indexed_normals2);
     loadOBJ("/home/kaeon/MyProgram/OpenGL-33-myproject/src/cube.obj", indices2,indexed_vertices2,indexed_uvs2,indexed_normals2);

     ChangeVerticesCoord(indexed_vertices2);
     /***==================================================================**/



     // Load it into a VBO

     GLuint vertexbuffer;
     glGenBuffers(1, &vertexbuffer);
     glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
//     glBufferData(GL_ARRAY_BUFFER, indexed_vertices.size() * sizeof(glm::vec3), &indexed_vertices[0], GL_STATIC_DRAW);
     glBufferData(GL_ARRAY_BUFFER, (indexed_vertices.size() + indexed_vertices2.size()) * sizeof(glm::vec3), 0, GL_STATIC_DRAW);
     glBufferSubData(GL_ARRAY_BUFFER, 0 ,indexed_vertices.size()*sizeof(glm::vec3), &indexed_vertices[0] );
     glBufferSubData(GL_ARRAY_BUFFER, indexed_vertices.size()*sizeof(glm::vec3), indexed_vertices2.size()*sizeof(glm::vec3), &indexed_vertices2[0]);


     GLuint uvbuffer;
     glGenBuffers(1, &uvbuffer);
     glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
     //glBufferData(GL_ARRAY_BUFFER, indexed_uvs.size() * sizeof(glm::vec2), &indexed_uvs[0], GL_STATIC_DRAW);
     glBufferData(GL_ARRAY_BUFFER, (indexed_uvs.size()+indexed_uvs2.size() )* sizeof(glm::vec2), 0, GL_STATIC_DRAW);
     glBufferSubData(GL_ARRAY_BUFFER, 0 ,indexed_uvs.size()*sizeof(glm::vec2), &indexed_uvs[0] );
     glBufferSubData(GL_ARRAY_BUFFER, indexed_uvs.size()*sizeof(glm::vec2), indexed_uvs2.size()*sizeof(glm::vec2), &indexed_uvs2[0]);

     GLuint normalbuffer;
     glGenBuffers(1, &normalbuffer);
     glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
     //glBufferData(GL_ARRAY_BUFFER, indexed_normals.size() * sizeof(glm::vec3), &indexed_normals[0], GL_STATIC_DRAW);
     glBufferData(GL_ARRAY_BUFFER, (indexed_normals.size()+indexed_normals2.size() )* sizeof(glm::vec3), 0, GL_STATIC_DRAW);
     glBufferSubData(GL_ARRAY_BUFFER, 0 ,indexed_normals.size()*sizeof(glm::vec3), &indexed_normals[0] );
     glBufferSubData(GL_ARRAY_BUFFER, indexed_normals.size()*sizeof(glm::vec3), indexed_normals2.size()*sizeof(glm::vec3), &indexed_normals2[0]);


     // Generate a buffer for the indices as well
     GLuint elementbuffer;
     glGenBuffers(1, &elementbuffer);
     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer);
     //glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned short), &indices[0] , GL_STATIC_DRAW);
     glBufferData(GL_ELEMENT_ARRAY_BUFFER, (indices.size()+indices2.size() )* sizeof(unsigned short), 0, GL_STATIC_DRAW);
     glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0 ,indices.size()*sizeof(unsigned short), &indices[0] );
     glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, indices.size()*sizeof(unsigned short), indices2.size()*sizeof(unsigned short), &indices2[0]);

     // Get a handle for our "LightPosition" uniform
     glUseProgram(programID);
     GLuint LightID = glGetUniformLocation(programID, "LightPosition_worldspace");


     // For speed computation
     double lastTime = glfwGetTime();
     double lastFrameTime = lastTime;
     int nbFrames = 0;
     std::cout<<"test0"<<std::endl;
         float tt = 0.0;
     do{

         // Measure speed
         double currentTime = glfwGetTime();

         float deltaTime = (float)(currentTime - lastFrameTime);
         lastFrameTime = currentTime;

         nbFrames++;
         if ( currentTime - lastTime >= 1.0 ){ // If last prinf() was more than 1sec ago
             // printf and reset
             printf("%f ms/frame\n", 1000.0/double(nbFrames));
             nbFrames = 0;
             lastTime += 1.0;
         }


         // Clear the screen
         glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

         // Use our shader
         glUseProgram(programID);

         /*
         // Compute the MVP matrix from keyboard and mouse input
      //   computeMatricesFromInputs();
         glm::mat4 ProjectionMatrix = getProjectionMatrix();
         glm::mat4 ViewMatrix = getViewMatrix();
         glm::mat4 ModelMatrix = glm::mat4(1.0);
         glm::mat4 MVP = ProjectionMatrix * ViewMatrix * ModelMatrix;

         // Send our transformation to the currently bound shader,
         // in the "MVP" uniform
         glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
         glUniformMatrix4fv(ModelMatrixID, 1, GL_FALSE, &ModelMatrix[0][0]);
         glUniformMatrix4fv(ViewMatrixID, 1, GL_FALSE, &ViewMatrix[0][0]);
 */
         glm::mat4 ProjectionMatrix = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 110.0f);// display range
         glm::mat4 ViewMatrix = glm::lookAt(
                     //glm::vec3( 0, 0, 70 ), // Camera is here
                     glm::vec3( 20,30, 70 ), // Camera is here
                     //glm::vec3(gOrientation1.x,0,0),// and looks here
                    glm::vec3( 0, 0, 0 ), // and looks here
                     //glm::vec3( 0, 1, 0 )  // Head is up (set to 0,-1,0 to look upside-down)
                     glm::vec3( 3, 10, 5 )  // Head is up (set to 0,-1,0 to look upside-down)
                     );


         glm::vec3 lightPos = glm::vec3(gPosition1.x,2,10);
           //glm::vec3 lightPos = glm::vec3(0,2,10);
         glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z);

         // Bind our texture in Texture Unit 0
         glActiveTexture(GL_TEXTURE0);
         glBindTexture(GL_TEXTURE_2D, Texture);
         // Set our "myTextureSampler" sampler to user Texture Unit 0
         glUniform1i(TextureID, 0);

         // 1rst attribute buffer : vertices
         glEnableVertexAttribArray(0);
         glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
         glVertexAttribPointer(
                     0,                  // attribute
                     3,                  // size
                     GL_FLOAT,           // type
                     GL_FALSE,           // normalized?
                     0,                  // stride
                     (void*)0            // array buffer offset
                     );


         // 2nd attribute buffer : UVs
         glEnableVertexAttribArray(1);
         glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
         glVertexAttribPointer(
                     1,                                // attribute
                     2,                                // size
                     GL_FLOAT,                         // type
                     GL_FALSE,                         // normalized?
                     0,                                // stride
                     (void*)0                          // array buffer offset
                     );

         // 3rd attribute buffer : normals
         glEnableVertexAttribArray(2);
         glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
         glVertexAttribPointer(
                     2,                                // attribute
                     3,                                // size
                     GL_FLOAT,                         // type
                     GL_FALSE,                         // normalized?
                     0,                                // stride
                     (void*)0                          // array buffer offset
                     );

         // Index buffer
         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer);


         glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z);


         { // Euler

             // As an example, rotate arount the vertical axis at 180\B0/sec
         /*    gOrientation1.z += 3.14159f/2.0f * deltaTime * 5;
             gOrientation1.x = 3.14159f/2;
             gPosition1.y = 40;

             // Build the model matrix
             glm::mat4 RotationMatrix = eulerAngleYXZ(gOrientation1.y, gOrientation1.x, gOrientation1.z);
             glm::mat4 TranslationMatrix = translate(mat4(), gPosition1); // A bit to the left
             glm::mat4 ScalingMatrix = scale(mat4(), vec3(1.0f, 1.0f, 1.0f));
             glm::mat4 ModelMatrix = TranslationMatrix * RotationMatrix * ScalingMatrix;*/
             gOrientation1.z += 3.14159f/2.0f * deltaTime;
             gOrientation1.x = 20;3.14159f/2;
             gPosition1.y = 10;
             tt = tt + 0.01f;
             gPosition1.x = 20.0*sin(tt);
             //gPosition1.z = tt;//20.0*sin(tt);

             // Build the model matrix
             glm::mat4 RotationMatrix = eulerAngleYXZ(gOrientation1.y, gOrientation1.x, gOrientation1.z);
             glm::mat4 TranslationMatrix = translate(mat4(), gPosition1); // A bit to the left
             glm::mat4 ScalingMatrix = scale(mat4(), vec3(1.0f, 1.0f, 1.0f));
            glm::mat4 ModelMatrix = TranslationMatrix * RotationMatrix * ScalingMatrix;
            //  glm::mat4 ModelMatrix = eulerAngleYXZ((float)3,(float)0,(float)0)*translate(mat4(), glm::vec3(5,0,0)) *TranslationMatrix* RotationMatrix * ScalingMatrix;



             glm::mat4 MVP = ProjectionMatrix * ViewMatrix * ModelMatrix;

             // Send our transformation to the currently bound shader,
             // in the "MVP" uniform
             glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
             glUniformMatrix4fv(ModelMatrixID, 1, GL_FALSE, &ModelMatrix[0][0]);
             glUniformMatrix4fv(ViewMatrixID, 1, GL_FALSE, &ViewMatrix[0][0]);



             // Draw the triangles !
             glDrawElements(
                         GL_TRIANGLES,      // mode
                         indices.size(),    // count
                         GL_UNSIGNED_SHORT,   // type
                         (void*)0           // element array buffer offset
                         );

         }
//=============================================================================//
         glEnableVertexAttribArray(0);
         glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
         glVertexAttribPointer(
                     0,                  // attribute
                     3,                  // size
                     GL_FLOAT,           // type
                     GL_FALSE,           // normalized?
                     0,                  // stride
                     (void*)(0+indexed_vertices.size()*sizeof(glm::vec3))            // array buffer offset
                     );


         // 2nd attribute buffer : UVs
         glEnableVertexAttribArray(1);
         glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
         glVertexAttribPointer(
                     1,                                // attribute
                     2,                                // size
                     GL_FLOAT,                         // type
                     GL_FALSE,                         // normalized?
                     0,                                // stride
                     (void*)(0+indexed_uvs.size()*sizeof(glm::vec2))                          // array buffer offset
                     );

         // 3rd attribute buffer : normals
         glEnableVertexAttribArray(2);
         glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
         glVertexAttribPointer(
                     2,                                // attribute
                     3,                                // size
                     GL_FLOAT,                         // type
                     GL_FALSE,                         // normalized?
                     0,                                // stride
                     (void*)(0+indexed_normals.size()*sizeof(glm::vec3))                          // array buffer offset
                     );

         // Index buffer
         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer);


         glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z);


         { // Euler

             // As an example, rotate arount the vertical axis at 180\B0/sec
         /*    gOrientation1.z += 3.14159f/2.0f * deltaTime * 5;
             gOrientation1.x = 3.14159f/2;
             gPosition1.y = 40;

             // Build the model matrix
             glm::mat4 RotationMatrix = eulerAngleYXZ(gOrientation1.y, gOrientation1.x, gOrientation1.z);
             glm::mat4 TranslationMatrix = translate(mat4(), gPosition1); // A bit to the left
             glm::mat4 ScalingMatrix = scale(mat4(), vec3(1.0f, 1.0f, 1.0f));
             glm::mat4 ModelMatrix = TranslationMatrix * RotationMatrix * ScalingMatrix;*/
             gOrientation1.z += 3.14159f/2.0f * deltaTime/1000.0;
             gOrientation1.x = 3.14159f/2;
             gPosition1.y = 10;40;
             tt = tt + 0.01f;
             gPosition1.x = 20.0*sin(tt/100.0);
             //gPosition1.z = tt;//20.0*sin(tt);

             // Build the model matrix
             glm::mat4 RotationMatrix = eulerAngleYXZ(gOrientation1.y, gOrientation1.x, gOrientation1.z);
             glm::mat4 TranslationMatrix = translate(mat4(), gPosition1); // A bit to the left
             glm::mat4 ScalingMatrix = scale(mat4(), vec3(1.0f, 1.0f, 1.0f));
            glm::mat4 ModelMatrix = TranslationMatrix * RotationMatrix * ScalingMatrix;
            //  glm::mat4 ModelMatrix = eulerAngleYXZ((float)3,(float)0,(float)0)*translate(mat4(), glm::vec3(5,0,0)) *TranslationMatrix* RotationMatrix * ScalingMatrix;



             glm::mat4 MVP = ProjectionMatrix * ViewMatrix * ModelMatrix;

             // Send our transformation to the currently bound shader,
             // in the "MVP" uniform
             glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
             glUniformMatrix4fv(ModelMatrixID, 1, GL_FALSE, &ModelMatrix[0][0]);
             glUniformMatrix4fv(ViewMatrixID, 1, GL_FALSE, &ViewMatrix[0][0]);



             // Draw the triangles !
             glDrawElements(
                         GL_TRIANGLES,      // mode
                         indices2.size(),    // count
                         GL_UNSIGNED_SHORT,   // type
                         (void*)(0 + indices.size())           // element array buffer offset
                         );

         }


         //======================================================================================//



         glDisableVertexAttribArray(0);
         glDisableVertexAttribArray(1);
         glDisableVertexAttribArray(2);

         // Draw GUI
         TwDraw();

         // Swap buffers
         glfwSwapBuffers(window);
         glfwPollEvents();

     } // Check if the ESC key was pressed or the window was closed
     while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
            glfwWindowShouldClose(window) == 0 );

     // Cleanup VBO and shader
     glDeleteBuffers(1, &vertexbuffer);
     glDeleteBuffers(1, &uvbuffer);
     glDeleteBuffers(1, &normalbuffer);
     glDeleteBuffers(1, &elementbuffer);
     glDeleteProgram(programID);
     glDeleteTextures(1, &Texture);
     glDeleteVertexArrays(1, &VertexArrayID);
     glDeleteVertexArrays(1, &WP_VertexArrayID);
}
Пример #18
0
/** main */
int main()
{
    // GLFW and GLEW initialization
    glfwInit();

    // Core profile
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

    // Window creation
    pWindow = glfwCreateWindow(1280, 720, "PerVoxelRaycaster", NULL, NULL);
    if (!pWindow)
    {
        glfwTerminate();
        exit(EXIT_FAILURE);
    }
    glfwMakeContextCurrent(pWindow);
    ogl_LoadFunctions();
    glfwSetCursorPosCallback(pWindow, cursorCallback);
    glfwSetMouseButtonCallback(pWindow, buttonsCallback);
    glfwSetScrollCallback(pWindow, scrollCallback);

    // OpenGL initialization
    glEnable(GL_DEPTH_TEST);
    glClearColor(0.0f, 0.0f, 0.0f, 1);

    // Setup shader

    // ### CHOOSE FROM ONE OF THESE THREE SHADERS ###
    //shader.loadShaders("Raycaster.vert", "SimpleRaycaster.frag");
    //shader.loadShaders("Raycaster.vert", "SimplePerVoxelRaycaster.frag");
    shader.loadShaders("Raycaster.vert", "PerVoxelRaycaster.frag");

    shader.setVertexBuffer(cube::vertices, sizeof(cube::vertices), "positionAttribute");
    uniformModelHandle= shader.getUniformHandle("uniformModel");
    uniformViewHandle= shader.getUniformHandle("uniformView");
    uniformProjectionHandle = shader.getUniformHandle("uniformProjection");
    uniformCameraPositionHandle= shader.getUniformHandle("uniformCameraPosition");
    uniformVolumeHandle= shader.getUniformHandle("uniformVolume");
    uniformTransferfunctionHandle= shader.getUniformHandle("uniformTransferfunction");
    shader.use();

    // Initialize camera
    camera.init(glm::vec3(0.5f), glm::radians(-135.0f), glm::radians(80.0f), 2, 0.5f, 5);

    // Other initializations
    prevCursorX = cursorX;
    prevCursorY = cursorY;

    // Read volume
    const GLuint volumeX = 256;
    const GLuint volumeY = 256;
    const GLuint volumeZ = 256;

    GLuint voxelCount = volumeX * volumeY * volumeZ;
    GLubyte* volumeData = new GLubyte[voxelCount];
    std::ifstream rawDataFile(std::string(RESOURCES_PATH) + "/bonsai.raw", std::ios::in|std::ios::binary);
    rawDataFile.read((GLchar*)volumeData, static_cast<GLuint>(voxelCount) * sizeof(GLubyte));

    // Create volume 3D texture
    glGenTextures(1, &uniformVolume);
    glBindTexture(GL_TEXTURE_3D, uniformVolume);
    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexImage3D(GL_TEXTURE_3D, 0, GL_R8, volumeX, volumeY, volumeZ, 0, GL_RED, GL_UNSIGNED_BYTE, volumeData);
    glBindTexture(GL_TEXTURE_3D, 0);
    delete[] volumeData;

    // Set volume in shader
    shader.setUniformTexture(uniformVolumeHandle, uniformVolume, GL_TEXTURE_3D);

    // Read transfer function
    std::vector<GLubyte> transferfunction;
    unsigned long transferfunctionX;
    unsigned long transferfunctionY;

    std::ifstream in(std::string(std::string(RESOURCES_PATH) + "/Transferfunction.png").c_str(), std::ios::in|std::ios::binary);
    in.seekg(0, std::ios::end);
    std::streamsize size = in.tellg();
    in.seekg(0, std::ios::beg);
    std::vector<GLchar> buffer(static_cast<GLuint>(size));
    in.read(&(buffer[0]), static_cast<size_t>(size));
    in.close();
    decodePNG(transferfunction, transferfunctionX, transferfunctionY, reinterpret_cast<GLubyte*>(&(buffer[0])), static_cast<size_t>(size), GL_FALSE);

    // Create transfer function 1D texture
    glGenTextures(1, &uniformTransferfunction);
    glBindTexture(GL_TEXTURE_1D, uniformTransferfunction);
    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA8, transferfunctionX, 0, GL_RGBA, GL_UNSIGNED_BYTE, &transferfunction[0]);
    glBindTexture(GL_TEXTURE_1D, 0);

    // Set transfer function in shader
    shader.setUniformTexture(uniformTransferfunctionHandle, uniformTransferfunction, GL_TEXTURE_1D);

    // Loop
    while(!glfwWindowShouldClose(pWindow))
    {
        // Clear buffers
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

        // Get window resolution
        GLint width, height;
        glfwGetWindowSize(pWindow, &width, &height);

        // Give OpenGL the window resolution
        if(width != prevWidth || height != prevHeight)
        {
            glViewport(0, 0, width, height);
            prevWidth = width;
            prevHeight = height;
        }

        // Calc time per frame
        GLfloat currentTime = (GLfloat)glfwGetTime();
        deltaTime = currentTime - prevTime;
        prevTime = currentTime;

        std::cout << 1.0f / deltaTime << std::endl;

        // Calculate cursor movement
        cursorDeltaX = cursorX - prevCursorX;
        cursorDeltaY = cursorY - prevCursorY;
        prevCursorX = cursorX;
        prevCursorY = cursorY;

        // Model matrix
        uniformModel = glm::mat4(1.0f);

        // View matrix
        if(buttonPressed)
        {
            camera.setAlpha(camera.getAlpha() + 0.005f * cursorDeltaX);
            camera.setBeta(camera.getBeta() - 0.005f * cursorDeltaY);
        }
        uniformView = camera.getViewMatrix();

        // Projection matrix
        uniformProjection = glm::perspective(glm::radians(30.f), ((GLfloat)width/(GLfloat)height), 0.1f, 100.f);

        // Set updated uniforms in shader
        shader.setUniformValue(uniformModelHandle, uniformModel);
        shader.setUniformValue(uniformViewHandle, uniformView);
        shader.setUniformValue(uniformProjectionHandle, uniformProjection);
        shader.setUniformValue(uniformCameraPositionHandle, camera.getPosition());

        // Draw cube
        shader.draw(GL_TRIANGLES);

        // GLFW updates
        glfwSwapBuffers(pWindow);
        glfwPollEvents();
    }

    // Clean up
    glfwDestroyWindow(pWindow);
    glfwTerminate();

    return 0;
}
Пример #19
0
int main(void)
{
    Context ctx;

    // Create a GLFW window
    glfwSetErrorCallback(errorCallback);
    glfwInit();
    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);
    ctx.width = 800;
    ctx.height = 600;
    ctx.aspect = float(ctx.width) / float(ctx.height);
    ctx.window = glfwCreateWindow(ctx.width, ctx.height, "Model viewer", nullptr, nullptr);
    glfwMakeContextCurrent(ctx.window);
    glfwSetWindowUserPointer(ctx.window, &ctx);
    glfwSetKeyCallback(ctx.window, keyCallback);
    glfwSetMouseButtonCallback(ctx.window, mouseButtonCallback);
    glfwSetCursorPosCallback(ctx.window, cursorPosCallback);
	glfwSetScrollCallback(ctx.window, scrollCallback);
    glfwSetFramebufferSizeCallback(ctx.window, resizeCallback);

    // Load OpenGL functions
    glewExperimental = true;
    GLenum status = glewInit();
    if (status != GLEW_OK) {
        std::cerr << "Error: " << glewGetErrorString(status) << std::endl;
        std::exit(EXIT_FAILURE);
    }
    std::cout << "OpenGL version: " << glGetString(GL_VERSION) << std::endl;

    // Initialize AntTweakBar (if enabled)
#ifdef WITH_TWEAKBAR
    TwInit(TW_OPENGL_CORE, nullptr);
    TwWindowSize(ctx.width, ctx.height);
    TwBar *tweakbar = TwNewBar("Settings");
	TwDefine("Settings size='300 500'");
	TwDefine("Settings refresh=0.1");
	TwDefine("Settings valueswidth=fit");
	TwEnumVal lensEV[] = {
		{ORTOGRAPHIC, "Orthographic"}, 
		{PERSPECTIVE, "Perspective"}
	};
	TwType lensType = TwDefineEnum("LensType", lensEV, 2);
	TwAddVarRW(tweakbar, "Lens / Projection", lensType, &ctx.lensType, NULL);
	TwAddSeparator(tweakbar, NULL, NULL);
	TwAddVarRW(tweakbar, "Background color", TW_TYPE_COLOR3F, &ctx.background_color[0], "colormode=hls");
	TwAddSeparator(tweakbar, NULL, NULL);
	TwAddVarRW(tweakbar, "Ambient light color", TW_TYPE_COLOR3F, &ctx.ambient_light[0], "colormode=hls");
	TwAddVarRW(tweakbar, "Point light color", TW_TYPE_COLOR3F, &ctx.light_color[0], "colormode=hls");
	TwAddVarRW(tweakbar, "Point light position", TW_TYPE_DIR3F, &ctx.light_position[0], NULL);
	//TwAddVarRW(tweakbar, "Point light x", TW_TYPE_FLOAT, &ctx.light_position[0], NULL);
	//TwAddVarRW(tweakbar, "Point light y", TW_TYPE_FLOAT, &ctx.light_position[1], NULL);
	//TwAddVarRW(tweakbar, "Point light z", TW_TYPE_FLOAT, &ctx.light_position[2], NULL);
	TwAddSeparator(tweakbar, NULL, NULL);
	TwAddVarRW(tweakbar, "Material diffuse color", TW_TYPE_COLOR3F, &ctx.diffuse_color[0], "colormode=hls");
	TwAddVarRW(tweakbar, "Material specular color", TW_TYPE_COLOR3F, &ctx.specular_color[0], "colormode=hls");
	TwAddVarRW(tweakbar, "Material specular power", TW_TYPE_FLOAT, &ctx.specular_power, NULL);
	TwAddSeparator(tweakbar, NULL, NULL);
	TwEnumVal colorModeEV[] = {
		{NORMAL_AS_RGB, "Normal as RGB"}, 
		{BLINN_PHONG, "Blinn-Phong"}, 
		{REFLECTION, "Reflection"}
	};
	TwType colorModeType = TwDefineEnum("ColorMode", colorModeEV, ColorMode::SIZE);
	TwAddVarRW(tweakbar, "Color mode", colorModeType, &ctx.color_mode, NULL);
	TwAddVarRW(tweakbar, "Use gamma correction", TW_TYPE_BOOL32, &ctx.use_gamma_correction, NULL);
	TwAddVarRW(tweakbar, "Use color inversion", TW_TYPE_BOOL32, &ctx.use_color_inversion, NULL);
	TwAddSeparator(tweakbar, NULL, NULL);
	TwAddVarRW(tweakbar, "Ambient weight", TW_TYPE_FLOAT, &ctx.ambient_weight, NULL);
	TwAddVarRW(tweakbar, "Diffuse weight", TW_TYPE_FLOAT, &ctx.diffuse_weight, NULL);
	TwAddVarRW(tweakbar, "Specular weight", TW_TYPE_FLOAT, &ctx.specular_weight, NULL);
#endif // WITH_TWEAKBAR

    // Initialize rendering
    glGenVertexArrays(1, &ctx.defaultVAO);
    glBindVertexArray(ctx.defaultVAO);
    glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
    init(ctx);

    // Start rendering loop
    while (!glfwWindowShouldClose(ctx.window)) {
        glfwPollEvents();
        ctx.elapsed_time = glfwGetTime();
        display(ctx);
#ifdef WITH_TWEAKBAR
        TwDraw();
#endif // WITH_TWEAKBAR
        glfwSwapBuffers(ctx.window);
    }

    // Shutdown
#ifdef WITH_TWEAKBAR
    TwTerminate();
#endif // WITH_TWEAKBAR
    glfwDestroyWindow(ctx.window);
    glfwTerminate();
    std::exit(EXIT_SUCCESS);
}
Пример #20
0
int main() {
  // msaa
  glfwWindowHint(GLFW_SAMPLES, 4);
  GLFWwindow * window = initWindow(windowWidth, windowHeight);
  if (!window) {
    glfwTerminate();
    return -1;
  }
  glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
  glfwSetKeyCallback(window, key_callback);
  glfwSetCursorPosCallback(window, cursor_callback);
  glfwSetScrollCallback(window, scroll_callback);

  glEnable(GL_DEPTH_TEST);

  // prepare texture loading library(devil)
  init_texture_loading();

  //plane
  Shader simpleDepthShader("data/shaders/shadow_mapping_depth.vs", "data/shaders/shadow_mapping_depth.frag");

  Model ourModel("data/models/nanosuit/nanosuit.obj");

  GLfloat planeVertices[] = {
    // Positions          // Normals         // Texture Coords
    2.0f, 0.0f, 2.0f, 0.0f, 1.0f, 0.0f, 2.0f, 0.0f,
    -2.0f, 0.0f, -2.0f, 0.0f, 1.0f, 0.0f, 0.0f, 2.0f,
    -2.0f, 0.0f, 2.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,

    2.0f, 0.0f, 2.0f, 0.0f, 1.0f, 0.0f, 2.0f, 0.0f,
    2.0f, 0.0f, -2.0f, 0.0f, 1.0f, 0.0f, 2.0f, 2.0f,
    -2.0f, 0.0f, -2.0f, 0.0f, 1.0f, 0.0f, 0.0f, 2.0f
  };

  // Setup plane VAO xzhs
  GLuint planeVBO;
  GLuint woodTexture;
  GLuint rockTexture;
  glGenVertexArrays(1, &planeVAO);
  glGenBuffers(1, &planeVBO);
  glBindVertexArray(planeVAO);
  glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
  glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), &planeVertices, GL_STATIC_DRAW);
  glEnableVertexAttribArray(0);
  glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
  glEnableVertexAttribArray(1);
  glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
  glEnableVertexAttribArray(2);
  glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
  glBindVertexArray(0);

  // Load textures
  woodTexture = load_texture("data/textures/wood.png");
  rockTexture = load_texture("data/textures/rock.jpg");

  // Configure depth map FBO
  const GLuint SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
  GLuint depthMapFBO;
  glGenFramebuffers(1, &depthMapFBO);
  // - Create depth texture
  GLuint depthMap;
  glGenTextures(1, &depthMap);
  glBindTexture(GL_TEXTURE_2D, depthMap);

  glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
  GLfloat borderColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
  glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);

  glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
  glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
  glDrawBuffer(GL_NONE);
  glReadBuffer(GL_NONE);
  glBindFramebuffer(GL_FRAMEBUFFER, 0);
  glClearColor(0.1f, 0.1f, 0.1f, 1.0f);

  //xzhe

  Shader shaders("data/shaders/shader.vert", "data/shaders/shader.frag");
  Shader colorShaders("data/shaders/shaderColorUniform.vert",
                      "data/shaders/shaderColorUniform.frag");
  Shader domeShaders("data/shaders/dome.vert", "data/shaders/dome.frag");
  Shader lightShaders("data/shaders/lightShader.vert", "data/shaders/lightShader.frag");
  Shader spriteShaders("data/shaders/spriteShader.vert", "data/shaders/spriteShader.frag");
  Shader starShaders("data/shaders/spriteShader.vert", "data/shaders/stars.frag");

  std::cout << "Loading models..." << std::endl;
  Model dome("data/models/geodesic_dome.obj");
  Model landscape("data/models/landscape.obj");
  std::cout << "Models loaded!" << std::endl;

  std::cout << "Loading extra textures..." << std::endl;
  GLuint domeColor = load_texture("data/textures/sky.png", true, GL_MIRRORED_REPEAT, GL_MIRRORED_REPEAT);
  GLuint domeGlow = load_texture("data/textures/glow.png", true, GL_MIRRORED_REPEAT, GL_MIRRORED_REPEAT);

  Sprite sun("data/textures/sun.png");
  Sprite moon("data/textures/moon.png");
  Sprite star("data/textures/star.png");

  // enable blending!
  glEnable(GL_BLEND);
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

  // enable msaa(multisample anti-aliasing)
  glEnable(GL_MULTISAMPLE);

  std::vector<glm::mat4> starModels(256);
  for (auto& m : starModels) {
    m = glm::rotate(m, glm::radians(rand_rotate()), glm::vec3(1.0f, 0.0f, 0.0f));
    m = glm::rotate(m, glm::radians(rand_rotate()), glm::vec3(0.0f, 1.0f, 0.0f));
    m = glm::rotate(m, glm::radians(rand_rotate()), glm::vec3(0.0f, 0.0f, 1.0f));
    m = glm::translate(m, glm::vec3(5.0f, 0.0f, 0.0f));
    m = glm::rotate(m, glm::radians(rand_rotate()), glm::vec3(1.0f, 0.0f, 0.0f));
    m = glm::rotate(m, glm::radians(rand_rotate()), glm::vec3(0.0f, 1.0f, 0.0f));
  }

  double last_frame = glfwGetTime();
  while (!glfwWindowShouldClose(window)) {
    double current_frame = glfwGetTime();
    double delta_time = current_frame - last_frame;
    last_frame = current_frame;

    glfwPollEvents();

    do_movement(delta_time);

    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    glViewport(0, 0, windowWidth, windowHeight);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


    glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)windowWidth / (float)windowHeight, 0.1f, 100.0f);
    glm::mat4 view = camera.GetViewMatrix();

    // sun
    float sunAngle = current_frame * 30.0f;
    glm::mat4 sunModel;
    sunModel = glm::rotate(sunModel, glm::radians(sunAngle), glm::vec3(0.0f, 0.0f, 1.0f));
    sunModel = glm::translate(sunModel, glm::vec3(3.5f, 0.0f, 0.0f));
    glm::vec3 sunPos = glm::vec3(sunModel * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f));

    // moon
    float moonAngle = sunAngle + 180.0f;
    glm::mat4 moonModel;
    moonModel = glm::rotate(moonModel, glm::radians(moonAngle), glm::vec3(0.0f, 0.0f, 1.0f));
    moonModel = glm::translate(moonModel, glm::vec3(3.5f, 0.0f, 0.0f));

    // directional light
    DirLight dirLight(-sunPos, glm::vec3(0.8f, 0.8f, 0.8f));

    // point light
    GLfloat light_pos_angle = glm::radians(60.0f * current_frame);
    glm::vec3 light_pos(1.2f + sin(light_pos_angle), 0.0f, 2.0f + cos(light_pos_angle));
    glm::vec3 lightColor(1.0f, 1.0f, 1.0f);
    lightColor.r = sin(current_frame * 2.0f);
    lightColor.g = sin(current_frame * 0.7f);
    lightColor.b = sin(current_frame * 1.3f);
    PointLight pointLight(light_pos, lightColor * 0.5f);

    // spot light
    SpotLight spotLight(camera.Position, camera.Front,
                        glm::vec3((GLfloat)flash_light_on));

    shaders.Use();
    shaders.SetUniform("view", view);
    shaders.SetUniform("projection", projection);
    shaders.SetUniform("ViewPos", camera.Position);
    dirLight.SetUniforms(shaders, "dirLight");
    pointLight.SetUniforms(shaders, "pointLights[0]");
    shaders.SetUniform("pointLightCount", 0);
    spotLight.SetUniforms(shaders, "spotLight");
    shaders.SetUniform("material.shininess", 16.0f);

    colorShaders.Use();
    colorShaders.SetUniform("view", view);
    colorShaders.SetUniform("projection", projection);
    colorShaders.SetUniform("ViewPos", camera.Position);
    dirLight.SetUniforms(colorShaders, "dirLight");
    //pointLight.SetUniforms(colorShaders, "pointLights[0]");
    colorShaders.SetUniform("pointLightCount", 0);
    spotLight.SetUniforms(colorShaders, "spotLight");
    colorShaders.SetUniform("material.shininess", 1.8f);

    // make the dome and landscape pinned
    glm::mat4 pinnedView = glm::lookAt(glm::vec3(0.0f, 1.0f, 0.0f),
                                       glm::vec3(0.0f, 1.0f, 0.0f) + camera.Front,
                                       glm::vec3(0.0f, 1.0f, 0.0f));

    if (enable_stars) {
      // stars
      starShaders.Use();
      starShaders.SetUniform("view", view);
      starShaders.SetUniform("projection", projection);
      starShaders.SetUniform("groundBases[0]", 1.0f, 0.0f, 0.0f);
      starShaders.SetUniform("groundBases[1]", 0.0f, 0.0f, 1.0f);
      starShaders.SetUniform("groundUp", 0.0f, 1.0f, 0.0f);
      starShaders.SetUniform("sunPos", sunPos);
      for (const auto& m : starModels) {
        glm::mat4 model = glm::rotate(glm::mat4(), glm::radians(sunAngle), glm::vec3(0.0f, 0.0f, 1.0f)) * m;
        starShaders.SetUniform("model", model);
        star.Draw(starShaders);
      }
    }

    colorShaders.Use();
    glm::mat4 lmodel;
    lmodel = glm::scale(lmodel, glm::vec3(3.0f, 3.0f, 3.0f));
    lmodel = glm::translate(lmodel, glm::vec3(0.0f, 0.1f, 0.0f));
    lmodel = glm::rotate(lmodel, glm::radians(30.0f), glm::vec3(0.0f, 1.0f, 0.0f));
    glm::mat3 normalMatrix = glm::mat3(glm::transpose(glm::inverse(lmodel)));
    colorShaders.SetUniform("view", view);
    colorShaders.SetUniform("model", lmodel);
    colorShaders.SetUniform("normalMatrix", normalMatrix);
    colorShaders.SetUniform("Color", glm::vec4(0.93f, 0.79f, 0.69f, 1.0f));
    landscape.Draw(colorShaders, false);

    domeShaders.Use();
    domeShaders.SetUniform("view", view);
    domeShaders.SetUniform("projection", projection);
    glActiveTexture(GL_TEXTURE7);
    glBindTexture(GL_TEXTURE_2D, domeColor);
    glActiveTexture(GL_TEXTURE8);
    glBindTexture(GL_TEXTURE_2D, domeGlow);
    domeShaders.SetUniform("domeColor", 7);
    domeShaders.SetUniform("glow", 8);
    glm::mat4 dmodel;
    dmodel = glm::scale(dmodel, glm::vec3(4.0f, 4.0f, 4.0f));
    domeShaders.SetUniform("model", dmodel);
    domeShaders.SetUniform("sunPos", sunPos);
    dome.Draw(domeShaders, false);

    // cheating billboarding to make the sun and moon always face the camera
    glm::mat4 sunModelView = view * sunModel;
    for (int i = 0; i < 3; ++i)
      for (int j = 0; j < 3; ++j)
        sunModelView[i][j] = (GLfloat)(i == j);
    sunModelView = glm::scale(sunModelView, glm::vec3(0.5f, 0.5f, 0.5f));
    glm::mat4 moonModelView = view * moonModel;
    for (int i = 0; i < 3; ++i)
      for (int j = 0; j < 3; ++j)
        moonModelView[i][j] = (GLfloat)(i == j);
    moonModelView = glm::scale(moonModelView, glm::vec3(0.5f, 0.5f, 0.5f));

    spriteShaders.Use();
    spriteShaders.SetUniform("view", glm::mat4());
    spriteShaders.SetUniform("projection", projection);
    spriteShaders.SetUniform("model", sunModelView);
    sun.Draw(spriteShaders);
    spriteShaders.SetUniform("model", moonModelView);
    moon.Draw(spriteShaders);

    //xzhs
    // Set texture samples
    shaders.Use();
    glActiveTexture(GL_TEXTURE13);
    glBindTexture(GL_TEXTURE_2D, woodTexture);
    glActiveTexture(GL_TEXTURE14);
    glBindTexture(GL_TEXTURE_2D, rockTexture);
    glActiveTexture(GL_TEXTURE15);
    glBindTexture(GL_TEXTURE_2D, depthMap);
    shaders.SetUniform("material.texture_diffuse1", 14);
    shaders.SetUniform("material.texture_specular1", 14);
    shaders.SetUniform("shadowMap", 15);

    // 1. Render depth of scene to texture (from light's perspective)
    // - Get light projection/view matrix.
    glm::mat4 lightProjection, lightView;
    glm::mat4 lightSpaceMatrix;
    GLfloat near_plane = 1.0f, far_plane = 7.5f;

    lightProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane);
    lightView = glm::lookAt(sunPos, glm::vec3(0.0f), glm::vec3(1.0));
    lightSpaceMatrix = lightProjection * lightView;
    // - now render scene from light's point of view
    simpleDepthShader.Use();
    simpleDepthShader.SetUniform("lightSpaceMatrix", lightSpaceMatrix);

    glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
    glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
    glClear(GL_DEPTH_BUFFER_BIT);
    RenderFloor(simpleDepthShader);
    RenderCubes(simpleDepthShader);

    glm::mat4 nmodel;
    nmodel = glm::translate(nmodel, glm::vec3(0.1f, 0.3f, -0.5f));
    nmodel = glm::rotate(nmodel, glm::radians(70.0f), glm::vec3(0.0f, 1.0f, 0.0f));
    nmodel = glm::scale(nmodel, glm::vec3(0.05f, 0.05f, 0.05f));
    simpleDepthShader.SetUniform("model", nmodel);
    ourModel.Draw(simpleDepthShader);
    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    // 2. Render scene as normal
    glViewport(0, 0, windowWidth, windowHeight);
    //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    shaders.Use();
    shaders.SetUniform("projection", projection);
    shaders.SetUniform("view", view);
    shaders.SetUniform("ViewPos", camera.Position);
    // Set light uniforms
    // PointLight sunPointLight(sunPos, glm::vec3(0.02f, 0.02f, 0.02f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec3(0.5f, 0.5f, 0.5f));
    // sunPointLight.SetUniforms(shaders, "pointLights[0]");
    // shaders.SetUniform("pointLightCount", 0);
    dirLight.SetUniforms(shaders, "dirLight");
    shaders.SetUniform("pointLightCount", 0);

    shaders.SetUniform("lightSpaceMatrix", lightSpaceMatrix);

    shaders.SetUniform("material.texture_diffuse1", 14);
    shaders.SetUniform("material.texture_specular1", 14);
    shaders.SetUniform("shadowMap", 15);
    RenderFloor(shaders);
    shaders.SetUniform("material.texture_diffuse1", 13);
    shaders.SetUniform("material.texture_specular1", 13);
    RenderCubes(shaders);
    shaders.SetUniform("model", nmodel);
    ourModel.Draw(shaders);
    //xzhe

    glfwSwapBuffers(window);
  }

  glfwTerminate();
  return 0;
}
Пример #21
0
void Camera::Input(GLFWwindow *window, float speed, float deltaTime)
{
	glfwSetScrollCallback(window, scrollFunc);

	/*if (glfwGetKey(window,GLFW_KEY_LEFT) == GLFW_PRESS)
	{
		worldTransform[3].xyz += -1 * worldTransform[0].xyz * speed * deltaTime;
	}
	if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS)
	{
		worldTransform[3].xyz += worldTransform[0].xyz * speed * deltaTime;
	}
	if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS)
	{
		worldTransform[3].xyz += worldTransform[1].xyz * speed * deltaTime;
	}
	if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
	{
		worldTransform[3].xyz -= worldTransform[1].xyz *speed * deltaTime;
	}*/
	if ( Y_SCROLL == -1)
	{
		worldTransform[3].xyz += worldTransform[2].xyz * speed * deltaTime * 100;
		Y_SCROLL = 0;
	}
	if ( Y_SCROLL == 1)
	{
		worldTransform[3].xyz -= worldTransform[2].xyz * speed * deltaTime * 100;
		Y_SCROLL = 0;
	}

	glfwGetCursorPos(window, &currentXCursor, &currentYCursor);
	deltaXCursor = currentXCursor - lastXCursor;
	deltaYCursor = currentYCursor - lastYCursor;
	lastXCursor = currentXCursor;
	lastYCursor = currentYCursor;

	// scrollbar click
	if (glfwGetMouseButton(window, 2))
	{
		if (deltaXCursor > 0)
		{
			worldTransform[3] -= worldTransform[0] * speed * deltaXCursor *  deltaTime;
		}
		if (deltaXCursor < 0)
		{
			worldTransform[3] += worldTransform[0] * speed * -deltaXCursor * deltaTime;
		}
		if (deltaYCursor < 0)
		{
			worldTransform[3] -= worldTransform[1] * speed * -deltaYCursor * deltaTime;
		}
		if (deltaYCursor > 0)
		{
			worldTransform[3] += worldTransform[1] * speed * deltaYCursor * deltaTime;
		}
	}
	

	// right click
	if (glfwGetMouseButton(window, 1))
	{
		if (deltaXCursor > 0)
		{
			//worldTransform = rotate((double)deltaXCursor, vec3(0, 1, 0));
			//worldTransform = rotate(worldTransform, 10, vec3(0, 1, 0));
			//worldTransform = rotateX(glm::vec3(worldTransform[3].xyz), (const double) deltaXCursor);
		}
		if (deltaXCursor < 0)
		{
			//worldTransform[0] += worldTransform[0] * speed * -deltaXCursor * deltaTime;
		}
		if (deltaYCursor < 0)
		{
			//worldTransform[2] -= worldTransform[1] * speed * -deltaYCursor * deltaTime;
		}
		if (deltaYCursor > 0)
		{
			//worldTransform[2] += worldTransform[1] * speed * deltaYCursor * deltaTime;
		}
	}
}
Пример #22
0
  bool CrossDelegate::performInit()
  {
    if (!initialized_)
    {
      if (glfwInit())
      {
        glfwWindowHint(GLFW_SAMPLES, initInfo.windowInfo.aaSamples);
        glfwWindowHint(GLFW_DEPTH_BITS, initInfo.windowInfo.depthBits);
        glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);

        glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
        glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);

        // ---

        int targetWidth;
        int targetHeight;

        if (initInfo.windowInfo.size.x * initInfo.windowInfo.size.y == 0)
        {
          GLFWmonitor* monitor = glfwGetPrimaryMonitor();

          if (monitor)
          {
            const GLFWvidmode *mode = glfwGetVideoMode(monitor);

            targetWidth = mode->width;
            targetHeight = mode->height;

            glfwWindowHint(GLFW_RED_BITS, mode->redBits);
            glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits);
            glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);
            glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);

            window = glfwCreateWindow(targetWidth, targetHeight, "", monitor, NULL);
          }
        }
        else
        {
          targetWidth = initInfo.windowInfo.width;
          targetHeight = initInfo.windowInfo.height;

          window = glfwCreateWindow(targetWidth, targetHeight, "", NULL, NULL);
        }

        if (window)
        {
          setupInfo.windowInfo = WindowInfo(targetWidth, targetHeight, initInfo.windowInfo.aaSamples, initInfo.windowInfo.depthBits);

          glfwSetCursorPosCallback(window, cursorPosCallback);
          glfwSetMouseButtonCallback(window, mouseButtonCallback);
          glfwSetKeyCallback(window, keyCallback);
          glfwSetCharCallback(window, characterCallback);
          glfwSetScrollCallback(window, scrollCallback);

          glfwSwapInterval(1);
          glfwMakeContextCurrent(window);
          gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);

          // ---

          intern::instance = this;
          initialized_ = _init();
        }
      }
    }

    return initialized_;
  }
Пример #23
0
	void MouseInput::Initiate()
	{
		GLFWwindow *window = static_cast<GLFWwindow*>(windowHandle);
		glfwSetScrollCallback(window,scroll);
	}
Пример #24
0
int main(int argc, char** argv)
{
	
	if (!glfwInit())	// 初始化glfw库
	{
		std::cout << "Error::GLFW could not initialize GLFW!" << std::endl;
		return -1;
	}

	// 开启OpenGL 3.3 core profile
	std::cout << "Start OpenGL core profile version 3.3" << std::endl;
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
	glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);

	// 创建窗口
	GLFWwindow* window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT,
		"Demo of geometry shader", NULL, NULL);
	if (!window)
	{
		std::cout << "Error::GLFW could not create winddow!" << std::endl;
		glfwTerminate();
		std::system("pause");
		return -1;
	}
	// 创建的窗口的context指定为当前context
	glfwMakeContextCurrent(window);

	// 注册窗口键盘事件回调函数
	glfwSetKeyCallback(window, key_callback);
	// 注册鼠标事件回调函数
	glfwSetCursorPosCallback(window, mouse_move_callback);
	// 注册鼠标滚轮事件回调函数
	glfwSetScrollCallback(window, mouse_scroll_callback);
	// 鼠标捕获 停留在程序内
	glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

	// 初始化GLEW 获取OpenGL函数
	glewExperimental = GL_TRUE; // 让glew获取所有拓展函数
	GLenum status = glewInit();
	if (status != GLEW_OK)
	{
		std::cout << "Error::GLEW glew version:" << glewGetString(GLEW_VERSION) 
			<< " error string:" << glewGetErrorString(status) << std::endl;
		glfwTerminate();
		std::system("pause");
		return -1;
	}

	// 设置视口参数
	glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
	
	//Section1 顶点属性数据
	// 指定顶点属性数据 顶点位置
	GLfloat points[] = {
		-0.5f, 0.5f,	// 左上
		0.5f, 0.5f,		// 右上
		0.5f, -0.5f,	// 右下
		-0.5f, -0.5f	// 左下
	};

	// Section2 准备缓存对象
	GLuint pointVAOId, pointVBOId;
	glGenVertexArrays(1, &pointVAOId);
	glGenBuffers(1, &pointVBOId);
	glBindVertexArray(pointVAOId);
	glBindBuffer(GL_ARRAY_BUFFER, pointVBOId);
	glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
	// 顶点位置数据
	glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 
		2 * sizeof(GL_FLOAT), (GLvoid*)0);
	glEnableVertexAttribArray(0);
	glBindVertexArray(0);
	// Section3 准备着色器程序
	Shader shader("scene.vertex", "scene.frag", "scene.gs"); // 添加了几何着色器

	glEnable(GL_DEPTH_TEST);
	glEnable(GL_CULL_FACE);
	glDepthFunc(GL_LESS);
	glEnable(GL_PROGRAM_POINT_SIZE); // 启用在顶点着色器中指定点的大小
	// 开始游戏主循环
	while (!glfwWindowShouldClose(window))
	{
		GLfloat currentFrame = (GLfloat)glfwGetTime();
		deltaTime = currentFrame - lastFrame;
		lastFrame = currentFrame;
		glfwPollEvents(); // 处理例如鼠标 键盘等事件
		do_movement(); // 根据用户操作情况 更新相机属性

		// 设置colorBuffer颜色
		glClearColor(0.18f, 0.04f, 0.14f, 1.0f);
		// 清除colorBuffer
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		// 先绘制场景 演示几何着色器时 暂不使用MVP矩阵了
		shader.use();
		glBindVertexArray(pointVAOId);
		glDrawArrays(GL_POINTS, 0, 4);

		glBindVertexArray(0);
		glUseProgram(0);
		glfwSwapBuffers(window); // 交换缓存
	}
	// 释放资源
	glDeleteVertexArrays(1, &pointVAOId);
	glDeleteBuffers(1, &pointVBOId);
	glfwTerminate();
	return 0;
}
Пример #25
0
void GlfwWindow::open() {
  glfwSetErrorCallback(error_callback);

  int monitor_count(0);
  auto monitors(glfwGetMonitors(&monitor_count));

  if (monitor_count == 0) {
    Logger::LOG_WARNING << "Failed to open GlfwWindow: No monitor found!" << std::endl;
    glfwTerminate();
    return;
  }

  if (config.monitor() >= monitor_count) {
    Logger::LOG_WARNING << "Failed to open GlfwWindow: There is no monitor with the number " << config.monitor() << "!" << std::endl;
    glfwTerminate();
    return;
  }

  glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
  glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4);
  glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
  glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, config.get_debug());

  if (config.get_stereo_mode() == StereoMode::QUAD_BUFFERED) {
    glfwWindowHint(GLFW_STEREO, GL_TRUE);
  }

  glfw_window_ = glfwCreateWindow(
    config.get_size().x, config.get_size().y,
    config.get_title().c_str(),
    config.get_fullscreen_mode()? glfwGetPrimaryMonitor(): nullptr, nullptr
  );
  if (!glfw_window_) {
    throw std::runtime_error("GlfwWindow::open() : unable to create window");
  }

  glfwSetWindowUserPointer(glfw_window_, this);
  glfwSetWindowSizeCallback(glfw_window_, &on_window_resize);

  glfwSetKeyCallback(         glfw_window_, &on_window_key_press);
  glfwSetCharCallback(        glfw_window_, &on_window_char);
  glfwSetMouseButtonCallback( glfw_window_, &on_window_button_press);
  glfwSetCursorPosCallback(   glfw_window_, &on_window_move_cursor);
  glfwSetScrollCallback(      glfw_window_, &on_window_scroll);
  glfwSetCursorEnterCallback( glfw_window_, &on_window_enter);

  switch(cursor_mode_) {
    case CursorMode::NORMAL:
     glfwSetInputMode(glfw_window_, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
    break;
    case CursorMode::HIDDEN:
     glfwSetInputMode(glfw_window_, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
    break;
    case CursorMode::DISABLED:
     glfwSetInputMode(glfw_window_, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
    break;
  }

  if (!glfw_window_) {
    Logger::LOG_WARNING << "Failed to open GlfwWindow: Could not create glfw3 window!" << std::endl;
    glfwTerminate();
    return;
  }


}
Пример #26
0
int main(int argc,char**argv)
{
	double	atStart,now,remain;

	/// Initialize GLFW 
	glfwInit(); 

	// Open registers OpenGL window 
	if( !(windows[REGISTER_WINDOW]=glfwCreateWindow( REGISTER_WIDTH, REGISTER_HEIGHT, "cpu",NULL,NULL)) ) 
	{ 
		glfwTerminate(); 
		return 1; 
	} 

	glfwSetWindowPos(windows[REGISTER_WINDOW],600,740);

	glfwMakeContextCurrent(windows[REGISTER_WINDOW]);
	setupGL(REGISTER_WINDOW,REGISTER_WIDTH,REGISTER_HEIGHT);

	// Open timing OpenGL window 
	if( !(windows[TIMING_WINDOW]=glfwCreateWindow( TIMING_WIDTH, TIMING_HEIGHT, "timing",NULL,NULL)) ) 
	{ 
		glfwTerminate(); 
		return 1; 
	} 

	glfwSetWindowPos(windows[TIMING_WINDOW],600,300);

	glfwMakeContextCurrent(windows[TIMING_WINDOW]);
	setupGL(TIMING_WINDOW,TIMING_WIDTH,TIMING_HEIGHT);

	// Open invaders OpenGL window 
	if( !(windows[MAIN_WINDOW]=glfwCreateWindow( WIDTH, HEIGHT, "invaders",NULL,NULL)) ) 
	{ 
		glfwTerminate(); 
		return 1; 
	} 

	glfwSetWindowPos(windows[MAIN_WINDOW],300,300);
	
	glfwMakeContextCurrent(windows[MAIN_WINDOW]);
	setupGL(MAIN_WINDOW,WIDTH,HEIGHT);

	glfwSwapInterval(0);			// Disable VSYNC

	glfwSetKeyCallback(windows[MAIN_WINDOW],kbHandler);
	glfwSetScrollCallback(windows[TIMING_WINDOW],mwHandler);

	atStart=glfwGetTime();
	//////////////////

	if (InitialiseMemory())
		return -1;
	
	PinSetRESET(1);
	PIN_BUFFER_RESET=1;
	PinSetO1(1);			// Run with reset high for a few cycles to perform a full cpu reset
	PinSetO1(0);
	PinSetO2(1);
	PinSetO2(0);
	PinSetO1(1);
	PinSetO1(0);
	PinSetO2(1);
	PinSetO2(0);
	PinSetO1(1);
	PinSetO1(0);
	PinSetO2(1);
	PinSetO2(0);
	PinSetRESET(0);			// RESET CPU
	PIN_BUFFER_RESET=0;

	//dumpInstruction=100000;

	int stopTheClock=0;
	while (!glfwGetKey(windows[MAIN_WINDOW],GLFW_KEY_ESCAPE))
	{
		
		if (!stopTheClock)
		{
			masterClock++;
			if ((masterClock%4)==0)
				pixelClock++;

			if ((masterClock%10)==0)
			{
								// I8080 emulation works off positive edge trigger. So we need to supply the same sort of
								// clock.
				PIN_BUFFER_O2=0;
				PIN_BUFFER_O1=1;
				PinSetO1(1);		// Execute a cpu step
				if (bTimingEnabled)
					RecordPins();
				PIN_BUFFER_O1=0;
				PinSetO1(0);
				if (bTimingEnabled)
					RecordPins();
				PIN_BUFFER_O2=1;
				PinSetO2(1);
				if (bTimingEnabled)
					RecordPins();
				PIN_BUFFER_O2=0;
				PinSetO2(0);

				if (!MEM_Handler())
				{
					stopTheClock=1;
				}
				if (bTimingEnabled)
					RecordPins();

				PinSetINT(0);		// clear interrupt state
				PIN_BUFFER_INT=0;
				cpuClock++;
			}
			if (pixelClock==30432+10161)		// Based on 19968000 Mhz master clock + mame notes
			{
				NEXTINT=0xCF;
				PinSetINT(1);
				PIN_BUFFER_INT=1;
			}
			if (pixelClock==71008+10161)
			{
				NEXTINT=0xD7;
				PinSetINT(1);
				PIN_BUFFER_INT=1;
			}
		}
		if (pixelClock>=83200 || stopTheClock)
		{
			if (pixelClock>=83200)
				pixelClock=0;

			if (glfwWindowShouldClose(windows[TIMING_WINDOW]))
			{
				bTimingEnabled=0;
				glfwHideWindow(windows[TIMING_WINDOW]);
			}
			if (glfwWindowShouldClose(windows[REGISTER_WINDOW]))
			{
				bRegisterEnabled=0;
				glfwHideWindow(windows[REGISTER_WINDOW]);
			}

            		glfwMakeContextCurrent(windows[MAIN_WINDOW]);
			ShowScreen(MAIN_WINDOW,WIDTH,HEIGHT);
			glfwSwapBuffers(windows[MAIN_WINDOW]);
				
			if (bTimingEnabled)
			{
				glfwMakeContextCurrent(windows[TIMING_WINDOW]);
				DrawTiming(videoMemory[TIMING_WINDOW],TIMING_WIDTH);
				ShowScreen(TIMING_WINDOW,TIMING_WIDTH,TIMING_HEIGHT);
				glfwSwapBuffers(windows[TIMING_WINDOW]);
			}
			if (bRegisterEnabled)
			{
				glfwMakeContextCurrent(windows[REGISTER_WINDOW]);
				DrawRegister(videoMemory[REGISTER_WINDOW],REGISTER_WIDTH);
				ShowScreen(REGISTER_WINDOW,REGISTER_WIDTH,REGISTER_HEIGHT);
				glfwSwapBuffers(windows[REGISTER_WINDOW]);
			}
        
			glfwPollEvents();
			
			g_traceStep=0;
			if (CheckKey(GLFW_KEY_PAUSE))
			{
				g_instructionStep^=1;
				if (stopTheClock && !g_instructionStep)
					stopTheClock=0;
				ClearKey(GLFW_KEY_PAUSE);
			}
			if (stopTheClock && CheckKey('S'))
			{
				stopTheClock=0;
				ClearKey('S');
			}
			if (stopTheClock && CheckKey('T'))
			{
				stopTheClock=0;
				g_traceStep=1;
				ClearKey('T');
			}

			now=glfwGetTime();

			remain = now-atStart;

			while ((remain<0.02f))
			{
				now=glfwGetTime();

				remain = now-atStart;
			}
			atStart=glfwGetTime();
		}
	}
	
	return 0;

}
Пример #27
0
void Viewer::init() {

  // initialize glfw
  glfwSetErrorCallback( err_callback );
  if( !glfwInit() ) {
    out_err("Error: could not initialize GLFW!");
    exit( 1 );
  }

  // create window
  string title = renderer ? "CMU462: " + renderer->name() : "CMU462";
  window = glfwCreateWindow( DEFAULT_W, DEFAULT_H, title.c_str(), NULL, NULL );
  if (!window) {
    out_err("Error: could not create window!");
    glfwTerminate();
    exit( 1 );
  }

  // set context
  glfwMakeContextCurrent( window );
  glfwSwapInterval(1);

  // framebuffer event callbacks
  glfwSetFramebufferSizeCallback( window, resize_callback );
  
  // key event callbacks
  glfwSetKeyCallback( window, key_callback );
  
  // cursor event callbacks
  glfwSetCursorPosCallback( window, cursor_callback );

  // wheel event callbacks
  glfwSetScrollCallback(window, scroll_callback);  
  
  // mouse button callbacks
  glfwSetInputMode(window, GLFW_STICKY_MOUSE_BUTTONS, 1);
  glfwSetMouseButtonCallback(window, mouse_button_callback);

  // initialize glew
  if (glewInit() != GLEW_OK) {
    out_err("Error: could not initialize GLEW!");
    glfwTerminate();
    exit( 1 );
  }

  // enable alpha blending
  glEnable(GL_BLEND);
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

  // resize components to current window size, get DPI
  glfwGetFramebufferSize(window, (int*) &buffer_w, (int*) &buffer_h );
  if( buffer_w > DEFAULT_W ) HDPI = true;

  // initialize renderer if already set
  if (renderer){
    if (HDPI) renderer->use_hdpi_reneder_target();
    renderer->init();
  } 

  // initialize status OSD
  osd_text = new OSDText();
  if (osd_text->init(HDPI) < 0) {
    out_err("Error: could not initialize on-screen display!");
    exit( 1 );
  }
  
  // add lines for renderer and fps
  line_id_renderer  = osd_text->add_line(-0.95,  0.90, "Renderer", 
                                          18, Color(0.15, 0.5, 0.15));
  line_id_framerate = osd_text->add_line(-0.98, -0.96, "Framerate", 
                                          14, Color(0.15, 0.5, 0.15));

  // resize elements to current size
  resize_callback(window, buffer_w, buffer_h);

}
Пример #28
0
							// The MAIN function, from here we start the application and run the game loop
int main()
{
	// Init GLFW
	glfwInit();
	// Set all the required options for GLFW
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
	glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);

	// Create a GLFWwindow object that we can use for GLFW's functions
	GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
	glfwMakeContextCurrent(window);

	// Set the required callback functions
	glfwSetKeyCallback(window, key_callback);
	glfwSetCursorPosCallback(window, mouse_callback);
	glfwSetScrollCallback(window, scroll_callback);

	// GLFW Options
	glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

	// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
	glewExperimental = GL_TRUE;
	// Initialize GLEW to setup the OpenGL Function pointers
	glewInit();

	// Define the viewport dimensions
	glViewport(0, 0, WIDTH, HEIGHT);

	// OpenGL options
	glEnable(GL_DEPTH_TEST);


	// Build and compile our shader program
	Shader lightingShader("path/to/shaders/lighting.vs", "path/to/shaders/lighting.frag");
	Shader lampShader("path/to/shaders/lamp.vs", "path/to/shaders/lamp.frag");

	// Set up vertex data (and buffer(s)) and attribute pointers
	GLfloat vertices[] = {
		// Positions          // Normals           // Texture Coords
		-0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  0.0f,
		0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  0.0f,
		0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  1.0f,
		0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  1.0f,
		-0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  1.0f,
		-0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  0.0f,

		-0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  0.0f,
		0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  0.0f,
		0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  1.0f,
		0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  1.0f,
		-0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  1.0f,
		-0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  0.0f,

		-0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  0.0f,
		-0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  1.0f,
		-0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
		-0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
		-0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  0.0f,
		-0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  0.0f,

		0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  0.0f,
		0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  1.0f,
		0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
		0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
		0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  0.0f,
		0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  0.0f,

		-0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  1.0f,
		0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  1.0f,
		0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  0.0f,
		0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  0.0f,
		-0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  0.0f,
		-0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  1.0f,

		-0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  1.0f,
		0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  1.0f,
		0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  0.0f,
		0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  0.0f,
		-0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  0.0f,
		-0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  1.0f
	};
	// Positions all containers
	glm::vec3 cubePositions[] = {
		glm::vec3(0.0f,  0.0f,  0.0f),
		glm::vec3(2.0f,  5.0f, -15.0f),
		glm::vec3(-1.5f, -2.2f, -2.5f),
		glm::vec3(-3.8f, -2.0f, -12.3f),
		glm::vec3(2.4f, -0.4f, -3.5f),
		glm::vec3(-1.7f,  3.0f, -7.5f),
		glm::vec3(1.3f, -2.0f, -2.5f),
		glm::vec3(1.5f,  2.0f, -2.5f),
		glm::vec3(1.5f,  0.2f, -1.5f),
		glm::vec3(-1.3f,  1.0f, -1.5f)
	};
	// First, set the container's VAO (and VBO)
	GLuint VBO, containerVAO;
	glGenVertexArrays(1, &containerVAO);
	glGenBuffers(1, &VBO);

	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

	glBindVertexArray(containerVAO);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
	glEnableVertexAttribArray(0);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
	glEnableVertexAttribArray(1);
	glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
	glEnableVertexAttribArray(2);
	glBindVertexArray(0);

	// Then, we set the light's VAO (VBO stays the same. After all, the vertices are the same for the light object (also a 3D cube))
	GLuint lightVAO;
	glGenVertexArrays(1, &lightVAO);
	glBindVertexArray(lightVAO);
	// We only need to bind to the VBO (to link it with glVertexAttribPointer), no need to fill it; the VBO's data already contains all we need.
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	// Set the vertex attributes (only position data for the lamp))
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); // Note that we skip over the other data in our buffer object (we don't need the normals/textures, only positions).
	glEnableVertexAttribArray(0);
	glBindVertexArray(0);


	// Load textures
	GLuint diffuseMap, specularMap, emissionMap;
	glGenTextures(1, &diffuseMap);
	glGenTextures(1, &specularMap);
	glGenTextures(1, &emissionMap);
	int width, height;
	unsigned char* image;
	// Diffuse map
	image = SOIL_load_image("container2.png", &width, &height, 0, SOIL_LOAD_RGB);
	glBindTexture(GL_TEXTURE_2D, diffuseMap);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
	glGenerateMipmap(GL_TEXTURE_2D);
	SOIL_free_image_data(image);
	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_MIPMAP_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);
	// Specular map
	image = SOIL_load_image("container2_specular.png", &width, &height, 0, SOIL_LOAD_RGB);
	glBindTexture(GL_TEXTURE_2D, specularMap);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
	glGenerateMipmap(GL_TEXTURE_2D);
	SOIL_free_image_data(image);
	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_MIPMAP_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);
	glBindTexture(GL_TEXTURE_2D, 0);


	// Set texture units
	lightingShader.Use();
	glUniform1i(glGetUniformLocation(lightingShader.Program, "material.diffuse"), 0);
	glUniform1i(glGetUniformLocation(lightingShader.Program, "material.specular"), 1);


	// Game loop
	while (!glfwWindowShouldClose(window))
	{
		// Calculate deltatime of current frame
		GLfloat currentFrame = glfwGetTime();
		deltaTime = currentFrame - lastFrame;
		lastFrame = currentFrame;

		// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
		glfwPollEvents();
		do_movement();

		// Clear the colorbuffer
		glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


		// Use cooresponding shader when setting uniforms/drawing objects
		lightingShader.Use();
		GLint lightPosLoc = glGetUniformLocation(lightingShader.Program, "light.position");
		GLint lightSpotdirLoc = glGetUniformLocation(lightingShader.Program, "light.direction");
		GLint lightSpotCutOffLoc = glGetUniformLocation(lightingShader.Program, "light.cutOff");
		GLint lightSpotOuterCutOffLoc = glGetUniformLocation(lightingShader.Program, "light.outerCutOff");
		GLint viewPosLoc = glGetUniformLocation(lightingShader.Program, "viewPos");
		glUniform3f(lightPosLoc, camera.Position.x, camera.Position.y, camera.Position.z);
		glUniform3f(lightSpotdirLoc, camera.Front.x, camera.Front.y, camera.Front.z);
		glUniform1f(lightSpotCutOffLoc, glm::cos(glm::radians(12.5f)));
		glUniform1f(lightSpotOuterCutOffLoc, glm::cos(glm::radians(17.5f)));
		glUniform3f(viewPosLoc, camera.Position.x, camera.Position.y, camera.Position.z);
		// Set lights properties
		glUniform3f(glGetUniformLocation(lightingShader.Program, "light.ambient"), 0.1f, 0.1f, 0.1f);
		// We set the diffuse intensity a bit higher; note that the right lighting conditions differ with each lighting method and environment.
		// Each environment and lighting type requires some tweaking of these variables to get the best out of your environment.
		glUniform3f(glGetUniformLocation(lightingShader.Program, "light.diffuse"), 0.8f, 0.8f, 0.8f);
		glUniform3f(glGetUniformLocation(lightingShader.Program, "light.specular"), 1.0f, 1.0f, 1.0f);
		glUniform1f(glGetUniformLocation(lightingShader.Program, "light.constant"), 1.0f);
		glUniform1f(glGetUniformLocation(lightingShader.Program, "light.linear"), 0.09);
		glUniform1f(glGetUniformLocation(lightingShader.Program, "light.quadratic"), 0.032);
		// Set material properties
		glUniform1f(glGetUniformLocation(lightingShader.Program, "material.shininess"), 32.0f);

		// Create camera transformations
		glm::mat4 view;
		view = camera.GetViewMatrix();
		glm::mat4 projection = glm::perspective(camera.Zoom, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f);
		// Get the uniform locations
		GLint modelLoc = glGetUniformLocation(lightingShader.Program, "model");
		GLint viewLoc = glGetUniformLocation(lightingShader.Program, "view");
		GLint projLoc = glGetUniformLocation(lightingShader.Program, "projection");
		// Pass the matrices to the shader
		glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
		glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));

		// Bind diffuse map
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, diffuseMap);
		// Bind specular map
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, specularMap);

		// Draw the container (using container's vertex attributes)
		/*glBindVertexArray(containerVAO);
		glm::mat4 model;
		glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
		glDrawArrays(GL_TRIANGLES, 0, 36);
		glBindVertexArray(0);*/

		// Draw 10 containers with the same VAO and VBO information; only their world space coordinates differ
		glm::mat4 model;
		glBindVertexArray(containerVAO);
		for (GLuint i = 0; i < 10; i++)
		{
			model = glm::mat4();
			model = glm::translate(model, cubePositions[i]);
			GLfloat angle = 20.0f * i;
			model = glm::rotate(model, angle, glm::vec3(1.0f, 0.3f, 0.5f));
			glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));

			glDrawArrays(GL_TRIANGLES, 0, 36);
		}
		glBindVertexArray(0);


		// Again, no need to draw the lamp object
		// Also draw the lamp object, again binding the appropriate shader
		//lampShader.Use();
		//// Get location objects for the matrices on the lamp shader (these could be different on a different shader)
		//modelLoc = glGetUniformLocation(lampShader.Program, "model");
		//viewLoc  = glGetUniformLocation(lampShader.Program, "view");
		//projLoc  = glGetUniformLocation(lampShader.Program, "projection");
		//// Set matrices
		//glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
		//glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
		//model = glm::mat4();
		//model = glm::translate(model, lightPos);
		//model = glm::scale(model, glm::vec3(0.2f)); // Make it a smaller cube
		//glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
		//// Draw the light object (using light's vertex attributes)
		//glBindVertexArray(lightVAO);
		//glDrawArrays(GL_TRIANGLES, 0, 36);
		//glBindVertexArray(0);


		// Swap the screen buffers
		glfwSwapBuffers(window);
	}

	// Terminate GLFW, clearing any resources allocated by GLFW.
	glfwTerminate();
	return 0;
}
Пример #29
0
// The MAIN function, from here we start our application and run our Game loop
int main()
{
    // Init GLFW
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);

    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, nullptr); // Windowed
    glfwMakeContextCurrent(window);

    // Set the required callback functions
    glfwSetKeyCallback(window, key_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);

    // Options
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    // Initialize GLEW to setup the OpenGL Function pointers
    glewExperimental = GL_TRUE;
    glewInit();

    // Define the viewport dimensions
    glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);

    // Setup some OpenGL options
    glEnable(GL_DEPTH_TEST);
    //glEnable(GL_FRAMEBUFFER_SRGB); // This enables OpenGL's built-in sRGB support. Once enabled, all subsequent fragment outputs (into framebuffer's color buffer(s)) are first gamma corrected.

    // Setup and compile our shaders
    Shader shader("gamma_correction.vs", "gamma_correction.frag");

    GLfloat planeVertices[] = {
        // Positions          // Normals         // Texture Coords
         5.0f, -0.5f,  5.0f,  0.0f, 1.0f, 0.0f,  5.0f, 0.0f,
        -5.0f, -0.5f,  5.0f,  0.0f, 1.0f, 0.0f,  0.0f, 0.0f,
        -5.0f, -0.5f, -5.0f,  0.0f, 1.0f, 0.0f,  0.0f, 5.0f,
 
         5.0f, -0.5f,  5.0f,  0.0f, 1.0f, 0.0f,  5.0f, 0.0f,
        -5.0f, -0.5f, -5.0f,  0.0f, 1.0f, 0.0f,  0.0f, 5.0f,
         5.0f, -0.5f, -5.0f,  0.0f, 1.0f, 0.0f,  5.0f, 5.0f
    };
    // Setup plane VAO
    GLuint planeVAO, planeVBO;
    glGenVertexArrays(1, &planeVAO);
    glGenBuffers(1, &planeVBO);
    glBindVertexArray(planeVAO);
    glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), &planeVertices, GL_STATIC_DRAW);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
    glEnableVertexAttribArray(2);
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
    glBindVertexArray(0);

    // Light sources
    glm::vec3 lightPositions[] = {
        glm::vec3(-3.0f, 0.0f, 0.0f),
        glm::vec3(-1.0f, 0.0f, 0.0f),
        glm::vec3( 1.0f, 0.0f, 0.0f),
        glm::vec3( 3.0f, 0.0f, 0.0f)
    };
    glm::vec3 lightColors[] = {
        glm::vec3(0.25),
        glm::vec3(0.50),
        glm::vec3(0.75),
        glm::vec3(1.00)
    };

    // Load textures
    GLuint floorTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str(), false);
    GLuint floorTextureGammaCorrected = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str(), true);

    // Game loop
    while (!glfwWindowShouldClose(window))
    {
        // Set frame time
        GLfloat currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        // Check and call events
        glfwPollEvents();
        Do_Movement();

        // Clear the colorbuffer
        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // Draw objects
        shader.Use();
        glm::mat4 view = camera.GetViewMatrix();
        glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
        glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
        // Set light uniforms
        glUniform3fv(glGetUniformLocation(shader.Program, "lightPositions"), 4, &lightPositions[0][0]);
        glUniform3fv(glGetUniformLocation(shader.Program, "lightColors"), 4, &lightColors[0][0]);
        glUniform3fv(glGetUniformLocation(shader.Program, "viewPos"), 1, &camera.Position[0]);
        glUniform1i(glGetUniformLocation(shader.Program, "gamma"), gammaEnabled);
        // Floor
        glBindVertexArray(planeVAO);
        glBindTexture(GL_TEXTURE_2D, gammaEnabled ? floorTextureGammaCorrected : floorTexture);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        glBindVertexArray(0);

        std::cout << (gammaEnabled ? "Gamma enabled" : "Gamma disabled") << std::endl;

        // Swap the buffers
        glfwSwapBuffers(window);
    }

    glfwTerminate();
    return 0;
}
Пример #30
0
int main(int argc, char** argv)
{
	
	if (!glfwInit())	// 初始化glfw库
	{
		std::cout << "Error::GLFW could not initialize GLFW!" << std::endl;
		return -1;
	}

	// 开启OpenGL 3.3 core profile
	std::cout << "Start OpenGL core profile version 3.3" << std::endl;
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
	glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);

	// 创建窗口
	GLFWwindow* window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT,
		"Demo of lighting with diffuse and specular map", NULL, NULL);
	if (!window)
	{
		std::cout << "Error::GLFW could not create winddow!" << std::endl;
		glfwTerminate();
		return -1;
	}
	// 创建的窗口的context指定为当前context
	glfwMakeContextCurrent(window);

	// 注册窗口键盘事件回调函数
	glfwSetKeyCallback(window, key_callback);
	// 注册鼠标事件回调函数
	glfwSetCursorPosCallback(window, mouse_move_callback);
	// 注册鼠标滚轮事件回调函数
	glfwSetScrollCallback(window, mouse_scroll_callback);
	// 鼠标捕获 停留在程序内
	glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

	// 初始化GLEW 获取OpenGL函数
	glewExperimental = GL_TRUE; // 让glew获取所有拓展函数
	GLenum status = glewInit();
	if (status != GLEW_OK)
	{
		std::cout << "Error::GLEW glew version:" << glewGetString(GLEW_VERSION) 
			<< " error string:" << glewGetErrorString(status) << std::endl;
		glfwTerminate();
		return -1;
	}

	// 设置视口参数
	glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
	
	// Section1 准备顶点数据
	// 指定顶点属性数据 顶点位置 纹理 法向量
	GLfloat vertices[] = {
		-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f,1.0f,	// A
		0.5f, -0.5f, 0.5f, 1.0f, 0.0f,  0.0f, 0.0f, 1.0f,	// B
		0.5f, 0.5f, 0.5f,  1.0f, 1.0f,   0.0f, 0.0f, 1.0f,	// C
		0.5f, 0.5f, 0.5f,  1.0f, 1.0f,   0.0f, 0.0f, 1.0f,	// C
		-0.5f, 0.5f, 0.5f,  0.0f, 1.0f,  0.0f, 0.0f, 1.0f,	// D
		-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,	// A
		

		-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f,	// E
		-0.5f, 0.5f, -0.5f,  0.0, 1.0f,  0.0f, 0.0f, -1.0f, // H
		0.5f, 0.5f, -0.5f,   1.0f, 1.0f, 0.0f, 0.0f, -1.0f,	// G
		0.5f, 0.5f, -0.5f,   1.0f, 1.0f, 0.0f, 0.0f, -1.0f,	// G
		0.5f, -0.5f, -0.5f,  1.0f, 0.0f, 0.0f, 0.0f, -1.0f,	// F
		-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f,	// E

		-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,   -1.0f, 0.0f, 0.0f,	// D
		-0.5f, 0.5f, -0.5f, 1.0, 1.0f,   -1.0f, 0.0f, 0.0f, // H
		-0.5f, -0.5f, -0.5f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f,	// E
		-0.5f, -0.5f, -0.5f,1.0f, 0.0f, -1.0f, 0.0f, 0.0f,	// E
		-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,  -1.0f, 0.0f, 0.0f,	// A
		-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,   -1.0f, 0.0f, 0.0f,	// D

		0.5f, -0.5f, -0.5f,1.0f, 0.0f, 1.0f, 0.0f, 0.0f,  // F
		0.5f, 0.5f, -0.5f,1.0f, 1.0f,  1.0f, 0.0f, 0.0f, // G
		0.5f, 0.5f, 0.5f,0.0f, 1.0f,   1.0f, 0.0f, 0.0f, // C
		0.5f, 0.5f, 0.5f,0.0f, 1.0f,   1.0f, 0.0f, 0.0f, // C
		0.5f, -0.5f, 0.5f,0.0f, 0.0f,  1.0f, 0.0f, 0.0f, // B
		0.5f, -0.5f, -0.5f,1.0f, 0.0f, 1.0f, 0.0f, 0.0f, // F

		0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f,	// G
		-0.5f, 0.5f, -0.5f, 0.0, 1.0f, 0.0f, 1.0f, 0.0f,    // H
		-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,	// D
		-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,	// D
		0.5f, 0.5f, 0.5f,  1.0f, 0.0f,  0.0f, 1.0f, 0.0f,	// C
		0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f,	// G

		-0.5f, -0.5f, 0.5f,0.0f, 0.0f,  0.0f, -1.0f, 0.0f,  // A
		-0.5f, -0.5f, -0.5f,0.0f, 1.0f, 0.0f, -1.0f, 0.0f,  // E
		0.5f, -0.5f, -0.5f, 1.0f, 1.0f,  0.0f, -1.0f, 0.0f, // F
		0.5f, -0.5f, -0.5f, 1.0f, 1.0f,  0.0f, -1.0f, 0.0f, // F
		0.5f, -0.5f, 0.5f, 1.0f, 0.0f,   0.0f, -1.0f, 0.0f, // B
		-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,  0.0f, -1.0f, 0.0f, // A
	};

	// 创建物体缓存对象
	GLuint VAOId, VBOId;
	// Step1: 创建并绑定VAO对象
	glGenVertexArrays(1, &VAOId);
	glBindVertexArray(VAOId);
	// Step2: 创建并绑定VBO 对象 传送数据
	glGenBuffers(1, &VBOId);
	glBindBuffer(GL_ARRAY_BUFFER, VBOId);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
	// Step3: 指定解析方式  并启用顶点属性
	// 顶点位置属性
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 
		8 * sizeof(GL_FLOAT), (GLvoid*)0);
	glEnableVertexAttribArray(0);
	// 顶点纹理坐标
	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
		8 * sizeof(GL_FLOAT), (GLvoid*)(3 * sizeof(GL_FLOAT)));
	glEnableVertexAttribArray(1);
	// 顶点法向量属性
	glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE,
		8 * sizeof(GL_FLOAT), (GLvoid*)(5 * sizeof(GL_FLOAT)));
	glEnableVertexAttribArray(2);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);

	// 创建光源的VAO
	GLuint lampVAOId;
	glGenVertexArrays(1, &lampVAOId);
	glBindVertexArray(lampVAOId);
	glBindBuffer(GL_ARRAY_BUFFER, VBOId); // 重用上面的数据 无需重复发送顶点数据
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GL_FLOAT), (GLvoid*)0);
	glEnableVertexAttribArray(0); // 只需要顶点位置即可
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);

	// Section2 准备着色器程序
	Shader shader("cube.vertex", "cube.frag");
	Shader lampShaer("lamp.vertex", "lamp.frag");

	// Section3 准备diffuseMap和specularMap
	GLint diffuseMap = TextureHelper::load2DTexture("../../resources/textures/container_diffuse.png");
	GLint specularMap = TextureHelper::load2DTexture("../../resources/textures/container_specular.png");
	shader.use();
	glUniform1i(glGetUniformLocation(shader.programId, "material.diffuseMap"), 0);
	glUniform1i(glGetUniformLocation(shader.programId, "material.specularMap"), 1);
	glEnable(GL_DEPTH_TEST);
	// 开始游戏主循环
	while (!glfwWindowShouldClose(window))
	{
		GLfloat currentFrame = (GLfloat)glfwGetTime();
		deltaTime = currentFrame - lastFrame;
		lastFrame = currentFrame;
		glfwPollEvents(); // 处理例如鼠标 键盘等事件
		do_movement(); // 根据用户操作情况 更新相机属性

		// 清除颜色缓冲区 重置为指定颜色
		glClearColor(0.18f, 0.04f, 0.14f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		glm::mat4 projection = glm::perspective(camera.mouse_zoom,
			(GLfloat)(WINDOW_WIDTH) / WINDOW_HEIGHT, 1.0f, 100.0f); // 投影矩阵
		glm::mat4 view = camera.getViewMatrix(); // 视变换矩阵

		// 这里填写场景绘制代码
		glBindVertexArray(VAOId);
		shader.use();
		// 设置光源属性
		GLint lightAmbientLoc = glGetUniformLocation(shader.programId, "light.ambient");
		GLint lightDiffuseLoc = glGetUniformLocation(shader.programId, "light.diffuse");
		GLint lightSpecularLoc = glGetUniformLocation(shader.programId, "light.specular");
		GLint lightPosLoc = glGetUniformLocation(shader.programId, "light.position");
		glUniform3f(lightAmbientLoc, 0.2f, 0.2f, 0.2f);
		glUniform3f(lightDiffuseLoc, 0.5f, 0.5f, 0.5f);
		glUniform3f(lightSpecularLoc, 1.0f, 1.0f, 1.0f);
		glUniform3f(lightPosLoc, lampPos.x, lampPos.y, lampPos.z);
		// 设置材料光照属性
		
		// 启用diffuseMap
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, diffuseMap);
		
		// 启用specularMap
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, specularMap);
		
		GLint objectShininessLoc = glGetUniformLocation(shader.programId, "material.shininess");
		glUniform1f(objectShininessLoc, 32.0f);
		// 设置观察者位置
		GLint viewPosLoc = glGetUniformLocation(shader.programId, "viewPos");
		glUniform3f(viewPosLoc, camera.position.x, camera.position.y, camera.position.z);
		// 设置变换矩阵
		glUniformMatrix4fv(glGetUniformLocation(shader.programId, "projection"),
			1, GL_FALSE, glm::value_ptr(projection));
		glUniformMatrix4fv(glGetUniformLocation(shader.programId, "view"),
			1, GL_FALSE, glm::value_ptr(view));
		// 绘制立方体
		glm::mat4 model;
		//model = glm::rotate(model, glm::radians(45.0f), glm::vec3(0.0f, 1.0f, 0.0f));
		glUniformMatrix4fv(glGetUniformLocation(shader.programId, "model"),
			1, GL_FALSE, glm::value_ptr(model));
		glDrawArrays(GL_TRIANGLES, 0, 36);

		// 绘制光源 用立方体代表
		glBindVertexArray(lampVAOId);
		lampShaer.use();
		glUniformMatrix4fv(glGetUniformLocation(lampShaer.programId, "projection"),
			1, GL_FALSE, glm::value_ptr(projection));
		glUniformMatrix4fv(glGetUniformLocation(lampShaer.programId, "view"),
			1, GL_FALSE, glm::value_ptr(view));
		model = glm::mat4();
		model = glm::translate(model, lampPos);
		model = glm::scale(model, glm::vec3(0.2f, 0.2f, 0.2f));
		glUniformMatrix4fv(glGetUniformLocation(lampShaer.programId, "model"),
			1, GL_FALSE, glm::value_ptr(model));
		glDrawArrays(GL_TRIANGLES, 0, 36);

		glBindVertexArray(0);
		glUseProgram(0);
		glfwSwapBuffers(window); // 交换缓存
	}
	// 释放资源
	glDeleteVertexArrays(1, &VAOId);
	glDeleteBuffers(1, &VBOId);
	glDeleteVertexArrays(1, &lampVAOId);
	glfwTerminate();
	return 0;
}