Пример #1
0
void Tile::render(Camera *camera){
    
    //if(interceptRect(camera->getRect())){
        mat4x4_mul(*camera->getViewProjectionMatrix(), *camera->getProjectionMatrix(), *camera->getViewMatrix());
        
        mat4x4_translate(model_matrix, (float)x, (float)y, (float)z);
        //mat4x4_translate_in_place(model_matrix, camX, camY, camZ);
        mat4x4_mul(model_view_projection_matrix, *camera->getViewProjectionMatrix(), model_matrix);
        
        glUniformMatrix4fv(_modelViewUniform, 1, 0, (GLfloat*)model_view_projection_matrix);
        
        glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
        glVertexAttribPointer(_texCoordSlot, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*) (sizeof(float) * 3));
        
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture);
        glUniform1i(_textureUniform, 0);
        
        glDrawElements(GL_TRIANGLES, sizeof(Indices)/sizeof(Indices[0]), GL_UNSIGNED_BYTE, 0);

    //}else{
        
    //}
    
    }
Пример #2
0
void Camera_view_projection(Camera* const camera, mat4x4 matrix) {

    mat4x4 position_matrix, orientation_matrix, scale_matrix;

    mat4x4_translate(
        position_matrix,
        -camera->transform.position[0],
        -camera->transform.position[1],
        -camera->transform.position[2]
    );

    quat q;
    quat_conj(q, camera->transform.orientation);
    mat4x4_from_quat(orientation_matrix, q);

    vec3 v = {
        1.0f / camera->transform.scale[0],
        1.0f / camera->transform.scale[1],
        1.0f / camera->transform.scale[2]
    };
    mat4x4 m;
    mat4x4_identity(m);
    mat4x4_scale_aniso(scale_matrix, m, v[0], v[1], v[2]);

    mat4x4_mul(matrix, scale_matrix, orientation_matrix);
    mat4x4_mul(matrix, matrix, position_matrix);

    mat4x4_mul(matrix, camera->projection, matrix);
}
Пример #3
0
///
// Draw triangles using the shader pair created in Init()
//
void gl_rect_draw(GL_STATE_T *p_state)
{
	RectInstanceData *userData = p_state->user_data;
	GLShapeInstanceData *shapeData = &userData->shape;
	GLRectDisplayData *displayData = p_state->rectDisplayData;
	
	mat4x4 projection;
	mat4x4 modelView;
	mat4x4 projection_scaled;
	mat4x4 translation;
	mat4x4 projection_final;
	
	GLfloat vVertices[] = { 0.0f, 0.0f, 0.0f,  // Position 0
		0.0f,  1.0f, 0.0f,  // Position 1
		1.0f,  1.0f, 0.0f,  // Position 2
		1.0f,  0.0f, 0.0f,  // Position 3
	};
	
	GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
	//GLushort indices[] = {1, 0, 3, 0, 2, 0, 1 };
	
	// Use the program object
	glUseProgram ( displayData->programObject );
	
	// Load the vertex position
	glVertexAttribPointer ( displayData->positionLoc, 3, GL_FLOAT,
			       GL_FALSE, 3 * sizeof(GLfloat), vVertices );
	
	glEnableVertexAttribArray ( displayData->positionLoc );

	mat4x4_identity(projection);
	mat4x4_scale_aniso(projection_scaled, projection,
			   2.0/p_state->width,
			   -2.0/p_state->height,
			   1.0);
	mat4x4_translate(translation, -1, 1, 0);
	mat4x4_mul(projection_final, translation, projection_scaled);
	
	mat4x4_translate(translation, shapeData->objectX, shapeData->objectY, 0.0);
	mat4x4_identity(projection);
	mat4x4_scale_aniso(projection_scaled, projection,
			   shapeData->objectWidth,
			   shapeData->objectHeight,
			   1.0);
	mat4x4_mul(modelView, translation, projection_scaled);
	
	glUniformMatrix4fv ( displayData->projectionLoc, 1, GL_FALSE, (GLfloat *)projection_final);
	glUniformMatrix4fv ( displayData->modelViewLoc,  1, GL_FALSE, (GLfloat *)modelView);
	
	glUniform3f ( displayData->colorLoc, userData->red, userData->green, userData->blue );
	
	glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices );
	//glDrawElements ( GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, indices );
}
Пример #4
0
static inline void mvp_matrix(mat4x4 model_view_projection_matrix, Params params, mat4x4 view_projection_matrix)
{

    mat4x4 model_matrix;
    mat4x4_identity(model_matrix);

    mat4x4 id;
    mat4x4_identity(id);


    mat4x4_translate(model_matrix, -params.anchor.x, -params.anchor.y, params.anchor.z);

    mat4x4 scaled;
    mat4x4_identity(scaled);
    mat4x4_scale_aniso(scaled, scaled, params.scale.x, -params.scale.y, params.scale.z);


    mat4x4 tmp;
    mat4x4_dup(tmp, model_matrix);

    mat4x4_mul(model_matrix, scaled, tmp);





    mat4x4 rotate;
    mat4x4_dup(rotate, id);
    mat4x4_rotate_Z2(rotate, id, deg_to_radf(-params.rotation));


    mat4x4_dup(tmp, model_matrix);

    mat4x4_mul(model_matrix, rotate, tmp);

    mat4x4_translate_independed(model_matrix, params.position.x, -params.position.y, params.position.z);



    mat4x4 model_matrix3;
    mat4x4_identity(model_matrix3);



    mat4x4 mm;

    mat4x4_mul(mm, model_matrix3, view_projection_matrix);

    mat4x4_mul(model_view_projection_matrix, mm, model_matrix);

    mat4x4_translate_independed(model_view_projection_matrix, 0, -y_offset/view_projection_matrix[3][3], 0);
}
Пример #5
0
void cubeUpdate(CubeRenderPacket* cube, vec3 rot, float angle, float x, float y, float z, float* view, float* proj)
{
    static mat4x4 temp;
    memcpy(cube->transforms.view, view, 16 * sizeof(float));
    memcpy(cube->transforms.proj, proj, 16 * sizeof(float));

    vec3_norm(rot, rot);

    mat4x4_identity(cube->transforms.world);
    mat4x4_translate_in_place(cube->transforms.world, x, y, z);
    mat4x4_rotate(cube->transforms.world, cube->transforms.world, rot[0], rot[1], rot[2], angle);

    mat4x4_mul(temp, cube->transforms.view, cube->transforms.world);
    mat4x4_mul(cube->transforms.proj_view_world, cube->transforms.proj, temp);
    gfxBindUniformBuffer(cube->ubo, &cube->transforms, sizeof(struct Transforms), 0);
}
Пример #6
0
void lndr_gen_mv_matrix(Lander *lander)
{
    mat4x4 ident, temp, trans;
    mat4x4_identity(ident);

    /*
    float glx = 2 / glob_game.ppw;
    float gly = 2 / glob_game.pph;
    */

    /*
    glx *= lander->x;
    gly *= lander->y;

    glx--;
    gly--;
    */

    float glx = lander->x;
    float gly = lander->y;

    mat4x4_scale_aniso(temp, ident, DEFAULT_SCALE, DEFAULT_SCALE, DEFAULT_SCALE);
    
    mat4x4_rotate_Z(temp, temp, lander->rotation);
    mat4x4_translate(trans, glx, gly, 0);
    mat4x4_mul(ident, trans, temp);
    mat4x4_transpose(lander->mvMatrix, ident);
}
Пример #7
0
void lndr_render(Lander *lander)
{
    if(lander->jetState != JS_OFF)
    {
        mat4x4 mv;
        mat4x4_mul(mv, lander->jetMatrix, lander->mvMatrix);
        glUniformMatrix4fv(glob_locs.uMVMatrix, 1, GL_FALSE, (GLfloat *)mv);
        
        glBindVertexArray(lander->jetMesh.VAO);
        mh_prepare_for_render(&lander->jetMesh);
        glDrawArrays(GL_LINES, 0, 8);
        glBindVertexArray(0);
    }

    glUniformMatrix4fv(glob_locs.uMVMatrix, 1, GL_FALSE, (GLfloat *)lander->mvMatrix);

    glBindVertexArray(lander->mesh.VAO);
    mh_prepare_for_render(&lander->mesh);
    glDrawArrays(GL_LINES, 0, 56);
    glBindVertexArray(0);

    if(lander->rendersBoundingBox)
    {
        glUniformMatrix4fv(glob_locs.uMVMatrix, 1, GL_FALSE, (GLfloat *)lander->mvMatrix);
        glBindVertexArray(lander->boundingBoxMesh.VAO);
        mh_prepare_for_render(&lander->boundingBoxMesh);
        glDrawArrays(GL_LINE_STRIP, 0, 4);
        glBindVertexArray(0);
    }
}
Пример #8
0
void mat4x4_translate_independed(mat4x4 m, float x, float y, float z)
{
    mat4x4 tr;
    mat4x4_identity(tr);

    mat4x4_translate_in_place(tr, x, y, z);


    //mat4x4 model_matrix2_tr;
    //mat4x4_mul(model_matrix2_tr, tr, m);


    mat4x4 m_dup;
    mat4x4_dup(m_dup, m);
    mat4x4_mul(m, tr, m_dup );
}
Пример #9
0
Файл: simple.c Проект: 2php/glfw
int main(void)
{
    GLFWwindow* window;
    GLuint vertex_buffer, vertex_shader, fragment_shader, program;
    GLint mvp_location, vpos_location, vcol_location;

    glfwSetErrorCallback(error_callback);

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

    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);

    window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL);
    if (!window)
    {
        glfwTerminate();
        exit(EXIT_FAILURE);
    }

    glfwSetKeyCallback(window, key_callback);

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

    // NOTE: OpenGL error checks have been omitted for brevity

    glGenBuffers(1, &vertex_buffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    vertex_shader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
    glCompileShader(vertex_shader);

    fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
    glCompileShader(fragment_shader);

    program = glCreateProgram();
    glAttachShader(program, vertex_shader);
    glAttachShader(program, fragment_shader);
    glLinkProgram(program);

    mvp_location = glGetUniformLocation(program, "MVP");
    vpos_location = glGetAttribLocation(program, "vPos");
    vcol_location = glGetAttribLocation(program, "vCol");

    glEnableVertexAttribArray(vpos_location);
    glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
                          sizeof(float) * 5, (void*) 0);
    glEnableVertexAttribArray(vcol_location);
    glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
                          sizeof(float) * 5, (void*) (sizeof(float) * 2));

    while (!glfwWindowShouldClose(window))
    {
        float ratio;
        int width, height;
        mat4x4 m, p, mvp;

        glfwGetFramebufferSize(window, &width, &height);
        ratio = width / (float) height;

        glViewport(0, 0, width, height);
        glClear(GL_COLOR_BUFFER_BIT);

        mat4x4_identity(m);
        mat4x4_rotate_Z(m, m, (float) glfwGetTime());
        mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
        mat4x4_mul(mvp, p, m);

        glUseProgram(program);
        glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
        glDrawArrays(GL_TRIANGLES, 0, 3);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glfwDestroyWindow(window);

    glfwTerminate();
    exit(EXIT_SUCCESS);
}
Пример #10
0
int main(int argc, char** argv)
{
    unsigned long frame_count = 0;
    double last_time, current_time;
    GLFWwindow* window;
    GLuint vertex_buffer, vertex_shader, fragment_shader, program;
    GLint mvp_location, vpos_location;

    glfwSetErrorCallback(error_callback);

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

    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);

    window = glfwCreateWindow(640, 480, "Tearing detector", NULL, NULL);
    if (!window)
    {
        glfwTerminate();
        exit(EXIT_FAILURE);
    }

    glfwMakeContextCurrent(window);
    gladLoadGL(glfwGetProcAddress);
    set_swap_interval(window, 0);

    last_time = glfwGetTime();
    frame_rate = 0.0;
    swap_tear = (glfwExtensionSupported("WGL_EXT_swap_control_tear") ||
                 glfwExtensionSupported("GLX_EXT_swap_control_tear"));

    glfwSetKeyCallback(window, key_callback);

    glGenBuffers(1, &vertex_buffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    vertex_shader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
    glCompileShader(vertex_shader);

    fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
    glCompileShader(fragment_shader);

    program = glCreateProgram();
    glAttachShader(program, vertex_shader);
    glAttachShader(program, fragment_shader);
    glLinkProgram(program);

    mvp_location = glGetUniformLocation(program, "MVP");
    vpos_location = glGetAttribLocation(program, "vPos");

    glEnableVertexAttribArray(vpos_location);
    glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
                          sizeof(vertices[0]), (void*) 0);

    while (!glfwWindowShouldClose(window))
    {
        int width, height;
        mat4x4 m, p, mvp;
        float position = cosf((float) glfwGetTime() * 4.f) * 0.75f;

        glfwGetFramebufferSize(window, &width, &height);

        glViewport(0, 0, width, height);
        glClear(GL_COLOR_BUFFER_BIT);

        mat4x4_ortho(p, -1.f, 1.f, -1.f, 1.f, 0.f, 1.f);
        mat4x4_translate(m, position, 0.f, 0.f);
        mat4x4_mul(mvp, p, m);

        glUseProgram(program);
        glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
        glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

        glfwSwapBuffers(window);
        glfwPollEvents();

        frame_count++;

        current_time = glfwGetTime();
        if (current_time - last_time > 1.0)
        {
            frame_rate = frame_count / (current_time - last_time);
            frame_count = 0;
            last_time = current_time;
            update_window_title(window);
        }
    }

    glfwTerminate();
    exit(EXIT_SUCCESS);
}
Пример #11
0
int main(void) {
    // set error callback
    glfwSetErrorCallback(error_callback);

    // init environment
    glfwInit();

    // check GLFW and GLES version
    // glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);

    // create window context
    GLFWwindow *window = glfwCreateWindow(640, 480, "untitled_1", NULL, NULL);
    glfwSetFramebufferSizeCallback(window, reshape_callback);
    glfwMakeContextCurrent(window);
    glfwSwapInterval(1);

    // load dynamic
    gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);

    // show current OpenGL variables
    printf("GL_VERSION  : %s\n", glGetString(GL_VERSION));
    printf("GL_RENDERER : %s\n", glGetString(GL_RENDERER));

    // shader
    GLuint vertex_shader = create_shader(GL_VERTEX_SHADER, vertex_shader_text);
    GLuint fragment_shader = create_shader(GL_FRAGMENT_SHADER, fragment_shader_text);
    GLuint program = link_program(vertex_shader, fragment_shader);

    // load data from application to gpu
    GLuint vertex_buffer;
    glGenBuffers(1, &vertex_buffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    GLint mvp_location = glGetUniformLocation(program, "MVP");
    GLint vpos_location = glGetAttribLocation(program, "vPosition");
    GLint vcol_location = glGetAttribLocation(program, "vColor");

    glEnableVertexAttribArray((GLuint) vpos_location);
    glVertexAttribPointer((GLuint) vpos_location, 2, GL_FLOAT, GL_FALSE,
                          sizeof(float) * 5, (void *) 0);
    glEnableVertexAttribArray((GLuint) vcol_location);
    glVertexAttribPointer((GLuint) vcol_location, 3, GL_FLOAT, GL_FALSE,
                          sizeof(float) * 5, (void *) (sizeof(float) * 2));

    //
    uint32_t counter = 0;
    float angle = 0;

    // main loop, keep running
    while (!glfwWindowShouldClose(window)) {
        int width, height;
        glfwGetFramebufferSize(window, &width, &height);
        glViewport(0, 0, width, height);
        glClear(GL_COLOR_BUFFER_BIT);

        float ratio = (float) width / height;

        //
        mat4x4 m, p, mvp;
        mat4x4_identity(m);
        mat4x4_rotate_Z(m, m, angle);  // 构建旋转矩阵

        counter += 1;
        if (counter < 100) {
            angle += 0.01;
        } else if ((counter < 200)) {
            angle -= 0.02;
        } else {
            counter = 0;
        }

        //
        mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);  // 处理缩放
        mat4x4_mul(mvp, p, m);  // 组合旋转+缩放

        // apply shader
        glUseProgram(program);

        // Specify the value of a uniform variable for the current program object
        glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat *) mvp);

        // draw
        glDrawArrays(GL_TRIANGLES, 0, 3);

        // window has two buffers, one for display, another for render
        // after render, we need to swap them to display
        glfwSwapBuffers(window);

        // process events
        glfwPollEvents();
    }

    // destroy
    glfwDestroyWindow(window);
    glfwTerminate();

    return 0;
}
Пример #12
0
static inline void _update_camera(game *g) {
    _set_view(g);
    _zoom_view(g);
    mat4x4_mul(g->d.mvp, g->d.proj, g->d.view);
}
Пример #13
0
Файл: main.c Проект: samnm/dream
int main(void)
{
  Primative *edits[] = {
    primative_create(CUBE, ADDITIVE),
    primative_create(SPHERE, ADDITIVE),
    primative_create(SPHERE, SUBTRACTIVE),
    primative_create(SPHERE, ADDITIVE)
  };

  primative_scale(edits[0], 0.4, 1.0, 1.5);
  primative_translate(edits[1], 0.2, 0, 0);
  primative_translate(edits[2], -0.3, 0, 0);
  primative_translate(edits[3], -0.5, 0, 0);
  primative_scale(edits[3], 0.5, 0.5, 0.5);
  edits[1]->blend = 0.2;

  sdf_args.edits = edits;
  sdf_args.num_edits = 4;

  vec3 origin = {0, 0, 0};
  vec3 halfDim = {1, 1, 1};
  OctTree *tree = octTree_create(origin, halfDim);

  octTree_populate(tree, distance);

  int num_verticies = octTree_count(tree);
  size_t vert_size = sizeof(Point);
  fprintf(stdout, "num verts %d\n", num_verticies);

  int vi = 0;
  Point *verticies = malloc(num_verticies * vert_size);
  octTree_get_points(tree, verticies, &vi);

  GLFWwindow* window;

  mat4x4 ident;
  mat4x4_identity(ident);

  glfwSetErrorCallback(error_callback);

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

  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);

  window = glfwCreateWindow(640, 480, "speed dream", NULL, NULL);
  if (!window)
  {
    glfwTerminate();
    exit(EXIT_FAILURE);
  }

  glfwMakeContextCurrent(window);
  glfwSwapInterval(1);

  glEnable(GL_PROGRAM_POINT_SIZE);
  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LESS);

  glfwSetKeyCallback(window, key_callback);

  mat4x4 proj;
  mat4x4 view;
  mat4x4 matrix;

  mat4x4_identity(view);
  mat4x4_identity(matrix);

  vec3_set(camera.pos, 0.0f, 0.0f, 0.0f);

  // Create Vertex Array Object
  GLuint vao;
  glGenVertexArrays(1, &vao);
  glBindVertexArray(vao);

  // Create a Vertex Buffer Object and copy the vertex data to it
  GLuint vbo;
  glGenBuffers(1, &vbo);

  glBindBuffer(GL_ARRAY_BUFFER, vbo);
  glBufferData(GL_ARRAY_BUFFER, num_verticies * vert_size, verticies, GL_STATIC_DRAW);

  // Create and compile the shaders
  GLuint vertexShader = loadShader(GL_VERTEX_SHADER, DREAM_VERT);
  GLuint fragmentShader = loadShader(GL_FRAGMENT_SHADER, DREAM_FRAG);

  // Link the vertex and fragment shader into a shader program
  GLuint shaderProgram = glCreateProgram();
  glAttachShader(shaderProgram, vertexShader);
  glAttachShader(shaderProgram, fragmentShader);
  glBindFragDataLocation(shaderProgram, 0, "outColor");
  glLinkProgram(shaderProgram);
  glUseProgram(shaderProgram);

  // Specify the layout of the vertex data
  GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
  glEnableVertexAttribArray(posAttrib);
  glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, vert_size, 0);

  GLint normAttrib = glGetAttribLocation(shaderProgram, "normal");
  glEnableVertexAttribArray(normAttrib);
  glVertexAttribPointer(normAttrib, 3, GL_FLOAT, GL_FALSE, vert_size, (void*)(3 * sizeof(GLfloat)));

  GLint colorAttrib = glGetAttribLocation(shaderProgram, "color");
  glEnableVertexAttribArray(colorAttrib);
  glVertexAttribPointer(colorAttrib, 3, GL_FLOAT, GL_FALSE, vert_size, (void*)(6 * sizeof(GLfloat)));

  GLint uniModel = glGetUniformLocation(shaderProgram, "model");
  GLint uniView = glGetUniformLocation(shaderProgram, "view");
  GLint uniProj = glGetUniformLocation(shaderProgram, "proj");

  vec3 lightPos = {3.f, 0.f, 3.f};
  GLint uniLightPos = glGetUniformLocation(shaderProgram, "lightPos");
  glUniform3fv(uniLightPos, 1, (const GLfloat *)&lightPos);

  while (!glfwWindowShouldClose(window))
  {
    float ratio;
    int width, height;

    glfwGetFramebufferSize(window, &width, &height);
    ratio = width / (float) height;

    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    vec4 movement = {0, 0, 0, 1};
    if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS)
      movement[0] -= 0.1;
    if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS)
      movement[0] += 0.1;
    if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS)
      movement[2] += 0.1;
    if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
      movement[2] -= 0.1;

    if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
      camera.pitch -= 0.05;
    if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
      camera.pitch += 0.05;
    if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
      camera.yaw += 0.05;
    if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
      camera.yaw -= 0.05;

    mat4x4 pitch_mat;
    mat4x4_identity(pitch_mat);
    mat4x4_rotate_X(pitch_mat, pitch_mat, camera.pitch);

    mat4x4 yaw_mat;
    mat4x4_identity(yaw_mat);
    mat4x4_rotate_Y(yaw_mat, yaw_mat, camera.yaw);

    mat4x4 inv_yaw_mat;
    mat4x4_invert(inv_yaw_mat, yaw_mat);

    vec4 rotated_movement;
    mat4x4_mul_vec4(rotated_movement, inv_yaw_mat, movement);
    camera.pos[0] += rotated_movement[0];
    camera.pos[1] += rotated_movement[1];
    camera.pos[2] += rotated_movement[2];

    mat4x4 translation_mat;
    mat4x4_translate(translation_mat, camera.pos[0], camera.pos[1], camera.pos[2]);

    mat4x4_mul(view, pitch_mat, yaw_mat);
    mat4x4_mul(view, view, translation_mat);
    glUniformMatrix4fv(uniView, 1, GL_FALSE, (const GLfloat *)&view);

    mat4x4_perspective(proj, 60 * M_PI / 180, ratio, 0.1f, 10.0f);
    glUniformMatrix4fv(uniProj, 1, GL_FALSE, (const GLfloat *)&proj);

    glUniformMatrix4fv(uniModel, 1, GL_FALSE, (const GLfloat *)&matrix);

    glDrawArrays(GL_POINTS, 0, num_verticies);

    glfwSwapBuffers(window);
    glfwPollEvents();
  }

  glDeleteProgram(shaderProgram);
  glDeleteShader(fragmentShader);
  glDeleteShader(vertexShader);

  glDeleteBuffers(1, &vbo);
  glDeleteVertexArrays(1, &vao);

  glfwDestroyWindow(window);

  free(verticies);

  glfwTerminate();
  exit(EXIT_SUCCESS);
}
Пример #14
0
int main(int argc, char** argv)
{
    int ch, samples = 4;
    GLFWwindow* window;
    GLuint vertex_buffer, vertex_shader, fragment_shader, program;
    GLint mvp_location, vpos_location;

    while ((ch = getopt(argc, argv, "hs:")) != -1)
    {
        switch (ch)
        {
            case 'h':
                usage();
                exit(EXIT_SUCCESS);
            case 's':
                samples = atoi(optarg);
                break;
            default:
                usage();
                exit(EXIT_FAILURE);
        }
    }

    glfwSetErrorCallback(error_callback);

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

    if (samples)
        printf("Requesting MSAA with %i samples\n", samples);
    else
        printf("Requesting that MSAA not be available\n");

    glfwWindowHint(GLFW_SAMPLES, samples);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);

    window = glfwCreateWindow(800, 400, "Aliasing Detector", NULL, NULL);
    if (!window)
    {
        glfwTerminate();
        exit(EXIT_FAILURE);
    }

    glfwSetKeyCallback(window, key_callback);

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

    glGetIntegerv(GL_SAMPLES, &samples);
    if (samples)
        printf("Context reports MSAA is available with %i samples\n", samples);
    else
        printf("Context reports MSAA is unavailable\n");

    glGenBuffers(1, &vertex_buffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    vertex_shader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
    glCompileShader(vertex_shader);

    fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
    glCompileShader(fragment_shader);

    program = glCreateProgram();
    glAttachShader(program, vertex_shader);
    glAttachShader(program, fragment_shader);
    glLinkProgram(program);

    mvp_location = glGetUniformLocation(program, "MVP");
    vpos_location = glGetAttribLocation(program, "vPos");

    glEnableVertexAttribArray(vpos_location);
    glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
                          sizeof(vertices[0]), (void*) 0);

    while (!glfwWindowShouldClose(window))
    {
        float ratio;
        int width, height;
        mat4x4 m, p, mvp;
        const double angle = glfwGetTime() * M_PI / 180.0;

        glfwGetFramebufferSize(window, &width, &height);
        ratio = width / (float) height;

        glViewport(0, 0, width, height);
        glClear(GL_COLOR_BUFFER_BIT);

        glUseProgram(program);

        mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 0.f, 1.f);

        mat4x4_translate(m, -1.f, 0.f, 0.f);
        mat4x4_rotate_Z(m, m, (float) angle);
        mat4x4_mul(mvp, p, m);

        glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
        glDisable(GL_MULTISAMPLE);
        glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

        mat4x4_translate(m, 1.f, 0.f, 0.f);
        mat4x4_rotate_Z(m, m, (float) angle);
        mat4x4_mul(mvp, p, m);

        glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
        glEnable(GL_MULTISAMPLE);
        glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glfwDestroyWindow(window);

    glfwTerminate();
    exit(EXIT_SUCCESS);
}
Пример #15
0
///
// Draw triangles using the shader pair created in Init()
//
void gl_image_draw(GL_STATE_T *p_state)
{
	ImageInstanceData *userData = p_state->user_data;
	GLShapeInstanceData *shapeData = &userData->shape;
	GLImageDisplayData *displayData = p_state->imageDisplayData;
	
	mat4x4 projection;
	mat4x4 modelView;
	mat4x4 projection_scaled;
	mat4x4 translation;
	mat4x4 projection_final;
	
	GLfloat vVertices[] = { 0.0f, 0.0f, 0.0f,  // Position 0
		0.0f,  0.0f,        // TexCoord 0
		0.0f,  1.0f, 0.0f,  // Position 1
		0.0f,  1.0f,        // TexCoord 1
		1.0f,  1.0f, 0.0f,  // Position 2
		1.0f,  1.0f,        // TexCoord 2
		1.0f,  0.0f, 0.0f,  // Position 3
		1.0f,  0.0f         // TexCoord 3
	};
	
	GLfloat texCoords[8];
	TexCoordsForRotation(shapeData->orientation, texCoords);
	vVertices[3] = texCoords[0];
	vVertices[4] = texCoords[1];
	vVertices[8] = texCoords[2];
	vVertices[9] = texCoords[3];
	vVertices[13] = texCoords[4];
	vVertices[14] = texCoords[5];
	vVertices[18] = texCoords[6];
	vVertices[19] = texCoords[7];
	
	GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
	//GLushort indices[] = {1, 0, 3, 0, 2, 0, 1 };
	
	// Use the program object
	glUseProgram ( displayData->programObject );
	
	// Load the vertex position
	glVertexAttribPointer ( displayData->positionLoc, 3, GL_FLOAT,
			       GL_FALSE, 5 * sizeof(GLfloat), vVertices );
	// Load the texture coordinate
	glVertexAttribPointer ( displayData->texCoordLoc, 2, GL_FLOAT,
			       GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3] );
	
	glEnableVertexAttribArray ( displayData->positionLoc );
	glEnableVertexAttribArray ( displayData->texCoordLoc );
	
	// Bind the texture
	glActiveTexture ( GL_TEXTURE0 );
	glBindTexture ( GL_TEXTURE_2D, userData->textureId );
	
	// Set the sampler texture unit to 0
	glUniform1i ( displayData->samplerLoc, 0 );
	
	mat4x4_identity(projection);
	mat4x4_scale_aniso(projection_scaled, projection,
			   2.0/p_state->width,
			   -2.0/p_state->height,
			   1.0);
	mat4x4_translate(translation, -1, 1, 0);
	mat4x4_mul(projection_final, translation, projection_scaled);
	
	mat4x4_translate(translation, shapeData->objectX, shapeData->objectY, 0.0);
	mat4x4_identity(projection);
	mat4x4_scale_aniso(projection_scaled, projection,
			   shapeData->objectWidth,
			   shapeData->objectHeight,
			   1.0);
	mat4x4_mul(modelView, translation, projection_scaled);
	
	glUniformMatrix4fv ( displayData->projectionLoc, 1, GL_FALSE, (GLfloat *)projection_final);
	glUniformMatrix4fv ( displayData->modelViewLoc,  1, GL_FALSE, (GLfloat *)modelView);
	
	glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices );
	//glDrawElements ( GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, indices );
}
Пример #16
0
int main(int argc, char** argv)
{
    int count = 0;
    double base;
    GLFWwindow* window;

    srand((unsigned int) time(NULL));

    glfwSetErrorCallback(error_callback);

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

    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);

    for (;;)
    {
        int width, height;
        GLFWmonitor* monitor = NULL;
        GLuint vertex_shader, fragment_shader, program, vertex_buffer;
        GLint mvp_location, vpos_location;

        if (count & 1)
        {
            int monitorCount;
            GLFWmonitor** monitors = glfwGetMonitors(&monitorCount);
            monitor = monitors[rand() % monitorCount];
        }

        if (monitor)
        {
            const GLFWvidmode* mode = glfwGetVideoMode(monitor);
            width = mode->width;
            height = mode->height;
        }
        else
        {
            width = 640;
            height = 480;
        }

        base = glfwGetTime();

        window = glfwCreateWindow(width, height, "Window Re-opener", monitor, NULL);
        if (!window)
        {
            glfwTerminate();
            exit(EXIT_FAILURE);
        }

        if (monitor)
        {
            printf("Opening full screen window on monitor %s took %0.3f seconds\n",
                   glfwGetMonitorName(monitor),
                   glfwGetTime() - base);
        }
        else
        {
            printf("Opening regular window took %0.3f seconds\n",
                   glfwGetTime() - base);
        }

        glfwSetWindowCloseCallback(window, window_close_callback);
        glfwSetKeyCallback(window, key_callback);

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

        vertex_shader = glCreateShader(GL_VERTEX_SHADER);
        glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
        glCompileShader(vertex_shader);

        fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
        glCompileShader(fragment_shader);

        program = glCreateProgram();
        glAttachShader(program, vertex_shader);
        glAttachShader(program, fragment_shader);
        glLinkProgram(program);

        mvp_location = glGetUniformLocation(program, "MVP");
        vpos_location = glGetAttribLocation(program, "vPos");

        glGenBuffers(1, &vertex_buffer);
        glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

        glEnableVertexAttribArray(vpos_location);
        glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
                              sizeof(vertices[0]), (void*) 0);

        glfwSetTime(0.0);

        while (glfwGetTime() < 5.0)
        {
            float ratio;
            int width, height;
            mat4x4 m, p, mvp;

            glfwGetFramebufferSize(window, &width, &height);
            ratio = width / (float) height;

            glViewport(0, 0, width, height);
            glClear(GL_COLOR_BUFFER_BIT);

            mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 0.f, 1.f);

            mat4x4_identity(m);
            mat4x4_rotate_Z(m, m, (float) glfwGetTime());
            mat4x4_mul(mvp, p, m);

            glUseProgram(program);
            glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
            glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

            glfwSwapBuffers(window);
            glfwPollEvents();

            if (glfwWindowShouldClose(window))
            {
                close_window(window);
                printf("User closed window\n");

                glfwTerminate();
                exit(EXIT_SUCCESS);
            }
        }

        printf("Closing window\n");
        close_window(window);

        count++;
    }

    glfwTerminate();
}